主要介绍建模
通常建模应该是分成三种方式。
一种是通过二维曲线勾勒出外形,然后填充。最后三维化。
第二种呢,就是直接用三D的基本图形变形得到。
第三种嘛,当前就是前两种结合啊。通常是直接弄个图片,然后在上面开始照猫画虎。
首先要解释的概念就是mesh是什么,一般来讲是指由一系列的点与面构成的多面体。
一般操作提示:Z 切换wire mode 与solid mode.
右键选择物体。
选择顶点的方法:右键, B-》矩形选择,BB-》圆形选择,Ctrl+左 键,Lasso选择。
F9进入到编辑按钮选择画面。
可以选择modifier,再选择mirror
下边是所有modifier的列表
- Deform modifiers
- – Use bones to deform and animate your object.
- – Shift the shape of a mesh, surface or lattice to a sphere, cylinder or cuboid.
- – Bend your object using a curve as guide.
- – Add a hook to your vertice(s) (or control point(s)) to manipulate them from the outside.
- – Use a Lattice object to deform your object.
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– Allows you to deform your object by modifying the shape of another
mesh, used as a “Mesh Deform Cage” (like when using a lattice).
- – Allows you to shrink/wrap your object to/around the surface of a target mesh object.
- – Applies some advanced deformations to your object.
- – Deform your object to form (animated) waves.
- Constructive modifiers
- – Create an array out of your basic mesh and similar (repeating) shapes.
- – Create a bevel on a selected mesh object.
- – Combine/subtract/intersect your mesh with another one.
- – Assemble your mesh step by step when animating.
- – Reduce the polygon count of your mesh.
- – Use textures or objects to displace your mesh.
- – Add sharp edges to your mesh.
- – Splits apart a mesh (to be used with particles).
- – Allows you to hide some parts of your mesh.
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– Mirror an object about one of its own axis, so that the resultant
mesh is symmetrical, and you only have to model/edit half, a fourth or a
eighth of it.
- – Make an object act similar to a particle but using the mesh shape instead.
- – Smooth a mesh by flattening the angles between its faces.
- – Smooth the surface by creating interpolated geometry.
- – Project UV coordinates on your mesh.
- Virtual modifiers
- – Simulates the properties of a piece of cloth. It is inserted in the modifier stack when you designate a mesh as Cloth.
- – The object is part of a fluid simulation… Modifier added when you designate a mesh as Fluid. Note that oddly, this modifier cannot be removed from the stack from the Modifiers panel…
- – Represents a particle system in the stack, so it is inserted when you add a particle system to the object.
- – The object is soft, elasticated… Modifier added when you designate a mesh as Softbody.
subdivision
应用subdivision可以轻松的增加当前物体的面信息,或者将面分成更多的结点。
W键就会分割了。
在Edit mode下还是存在点编辑,线编辑,面编辑三种方式。
应用mirro时要选择调整center,
方式,在编辑模式,选择一个项点,然后Shift+S 选择Cursor->Selection, 再切换到Object模式,按F9,在Mesh面板中,选择Center Cursor.
这样,物体的Centor就在我们想设定的位置了,随后我们就可以选择任何的轴进行mirror
将3D-Cursor放在一个距原点很近的位置,按Shift+S,选择Cursor->Grid,就可以将3D-Cursor放置在原点了。
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