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1、Modeling the Character创建角色In the previous chapter, you learned about Blenders interface and modes, and you created your first basic block character. Now you will more deeply explore the process of creating humanoid characters by modeling a zombie in Blender.在前面的章节,你已经学习了 Blender 的界面和模式,并创建了你的第一个基本方块
2、角色。 现在你将更深入的研究创建一个 zombie 的类人角色的过程。In this series of tutorials, you will learn to model the body and head with two different techniques: box and poly-by-poly modeling. You will also learn to model features efficiently to maintain a low polygon count. Finally, you will learn how to add nonsymmetrical
3、 details such as damage to your zombie that will be enhanced in later chapters.在这个系列的指南, 你将 2种不同的技术创建身体和头部模型:盒子和多边形和多边形建模。 你将学习到如何有效的维持低多边形的数量。最后你将学习怎么添加非对称的细节如 zombie 的疤痕地方,这些将在后面的学习具体讲解。This chapter covers the following topics:本章节包含以下主题: Working with model sheets用参考图像工作 Shaping the torso for low p
4、olygon count用低多边形塑造身躯 Extruding the legs and feet挤出腿部和脚 Making the arms and hands创建手臂和手 Separating body components to create clothing分离身体组件创建衣服 Creating the head with poly-by-poly modeling使用多边形创建头部 Carving out zombie damageWorking with Model Sheets 用参考图像工作In this chapter you will begin the books mai
5、n project, an interactive zombie character. Creating a 3D character is not one simple process, but rather the combination of several technical ones. As stated in Chapter 1, Basic Game Art Concepts, you must carefully plan characters before entering the 3D art process of modeling, texturing, rigging,
6、 and animating.在这章你将开始学习本书的主要项目,一个交互的僵尸(zombie 角色。创建 3D 人物不是 一个简单的过程,而是数种技术的联合应用。正如第一章 Basic Game Art Concepts, 所指, 你必需在创建以个 3D 角色,纹理,绑定和动画前有一个清晰详细的计划。对于这个项目假定你完成了大部分的前期设计和 2D 艺术。如果你想跳过这一步,使用本书 中所示的,访问下载 每个章节的项目文件。这样的结果是是像网上的图片那样模型表 (C03_model_sheet.blend如图 Figure 3.1。 Figure 3.1 The model sheet for
7、 the zombie characterHaving a model sheet for a character is like having the blueprints to a building before you bring out your bricks and mortar. The model sheet for the zombie character includes both front and side views so you can work at different angles. This makes modeling much easier. In thes
8、e two views you should notice two things that will impact the modeling process: the zombie characters layered clothes and facial scarring. These two things will provide opportunities in later chapters for adding interesting textures; this chapter will show you how to model with this in mind.有一张模型参考图
9、表对于创建角色就如你使用砖头和水泥创建建筑物前有一张建筑蓝图。 对 于僵尸角色的模型参考图表包括前和侧视图让你可以从不同的角度工作。让制作模型更简 单。 在这 2个视图你应该注意的 2件影响建模过程的事情:僵尸人物的分层衣服和面部疤痕。 这两件事将后面的章节加入有趣的纹理 ; 本章将告诉你如何创建模型这点。Once you have a good model sheet, you need to put the images into your Blender file and set up your workspace. Follow these steps:一旦你有一个好的模型参考图,你需
10、要将图像导入到 Blender ,并设置工作区,步骤如下: 1. Open a new Blender file if you have not done so and set it up to have two orthogonal viewports: one from the front view (Numpad 1 and one from the side view (Numpad 3, as in Figure 3.2.首先打开一个新的 Blender 文件, 用前面学习的知识, 设置 2个正交视图:一个是前视图 (数 字键 1一个是侧视图(数字键 3 ,如图 3.2 图 3.2
11、Blender interface with front and side viewports Blender 前视图和侧视图界面2. Hover the mouse over the left viewport and press the N key to bring up its Viewport Properties panel. Do the same with the right viewport. Scroll down in either Properties panel to a panel entry called Background Images. There you w
12、ill find a check box and a clickable arrow. Click both.将鼠标悬停在左边的视图,按 N 键弹出视图属性面板。在右边的视图做同样的事情。在任 一属性面板向下滚动到 Background Images 条目 . 这里你可以发现一个复选框和一个三角箭 头,点击它们。3. Clicking the arrow will reveal a button labeled Add Image. Click it to reveal yet another panel entry with an arrow that says Not Set next t
13、o it (Figure 3.3.点击三角箭头将出现一个 Add Image标签按钮。点击它会出现另一个面板条目有一个箭头, 上面写着 Not Set(未设置 (图 3.3 。 Figure 3.3 The fully expanded menu for adding background images 添加背景图像完全展开的菜单 4. Click the Open button to bring up the File Browser window. For the front viewport select ProfessorZombieModelSheetFront.jpg and fo
14、r the side chooseProfessorZ ombieModelSheetSide.jpg. These files can be found in the chapters online materials. When you have loaded images into both viewports, you are ready for the next step.点击 Open 按钮出现文件浏览窗口。在前视图选择 ProfessorZombieModelSheetFront.jpg 在侧 视图选择 ProfessorZombieModelSheetSide.jpg 图像。这
15、些文件可以在章节的在线资料找到。 当你加载图像到两个视图,你已经准备好进行下一步。5. The images will need to be resized and centered in the viewport so they match up on the grid when modeling. For this, you will need to utilize the image controls that are now in the Background Image panel entry that you were just working with.这些图像将需要调整大小并在
16、视图中居中, 当建模时使它们匹配网格。 对于这一点, 你将需 要利用是现在,背景图像面板的图像控件。6. Youll need to change two different settings here: Size and the X/Y placement of the image. For the front viewport, enter .1 for the X value and 0 for Y (Figure 3.4. Press the N key once you adjust the front viewport so you can line up grid lines a
17、nd images properly in the right viewport. Enter a value of 1.60 in the Size setting and a setting of .1 in the X placement value in the right viewport. The Y value can remain 0 (Figure 3.5.在这里你需要改变 2个不同的设置:图像的尺寸和 X/Y的位置。 在前视图输入 0.1为 X 的 值 Y 的值是 0(见图 3.4 。按 N 键一次调整前视口,以便您可以在右侧视图中排队网格线 和图像正常。输入的大小设置 1
18、.60的值和 0.1在右侧视口中在 X 位置值的设置。 Y 值可以 保持为 0 (图 3.5 。 Figure 3.4 Settings for the front viewport Figure 3.5 Settings for the side viewport7. Save your file. Look at C03_model_sheet.blend to see what your workspace should look like.保存你的文件。看在你的工作区是怎么样的 C03_model_sheet.blend。Now that you have the model shee
19、t images set up, you are ready to begin working with the zombies torso.现在你已经建立了模型图参考图像。你现在可以开始创建僵尸的身体。Shaping the Torso for Low Polygon Count从低多边形创建身躯One of the difficult parts of 3D modeling humanoid characters is knowing where to begin. 3D programs often do not feature a human primitive object and
20、 those that do often limit modeling to certain body types and facial features. New 3D modelers will often look to sphere or cylinder primitives for the bases of their body shapes. While there are certainly some very talented people out there who can do this kind of modeling, in this tutorial youll s
21、tart from a cube.3D 人形建模最难的部分是从什么地方开始。 3D 程序往往没有 human 的原始物体和某些体 型和五官的原始物体。新的 3D 建模常常将球体或圆柱体这些原始物体作为身体基础形。虽 然有一些非常有才华的人用什么都可以做这样的造型,在本教程中你会从一个立方体开始。The reasons for beginning from cube primitives are many, but the most important for game artists is that they offer more control over polygon count and
22、topology than other primitives. With a cube, you begin with a six-faced object that can be subdivided and shaped to your liking. A commonargument against beginning from cubes is that a cube is not a very organic shape and other primitives lend themselves to curves better. This is true, but a few qui
23、ck adjustments to a cube at the beginning of the modeling process alleviate blocky-looking characters later on.从立方体开始建模的理由有许多, 但是对于游戏艺术家最重要的是, 它们可以比其它原始物 体可以更好地控制多边形数量和拓扑。 你可以开始根据你的喜好细分 6个面的立方体。 通常 反对从立方体开始建模是因为立方体不是一个有机的形状,其它的原始物体到曲线是更好 的。这是真的,但从立方体开始建模的过程可以快速校正在稍后的角色。In this tutorial, which will c
24、over the shaping of a cube into your zombies torso, I will show you how tools in Blender help make the conversion from cube to low-poly organic shape easy.在这个指南, 从一个立方体开始建造成你的僵尸身躯,我会告诉你在 Blender 用怎么样的 工具更容易从立方体转换成低多边形有机体形状1. Continue with your model from the model sheet portion of the chapter or ope
25、n C03_model_sheet.blend from the online resources folder for this chapter.继续从模型参考图创建你的模型或打开从在线资源文件夹的 C03_model_sheet.blend文件。 2. Press the Tab key while your mouse is over the 3D Viewport to enter Edit mode. All of the vertices in the cube should be selected. Press the W key to open the Specials men
26、u. Select Subdivide Smooth from the pop-up. Your cube should look like the one in Figure 3.6.当你的鼠标在 3D 视图时按 T 键进入到编辑模式。所有的立方体顶点应该被选中。按 W 打 开 Specials 菜单。从弹出的菜单选择 Subdivide Smooth。你的立方体应该看起来如图 3.6Figure 3.6 Cube after Subdivide Smooth operation 应用 Subdivide Smooth选项后的立方体 3. Here you will try to get t
27、he most out of the polygons you currently have. Switch to vertex selection mode by pressing the vertex selection button on the viewport header. Move vertices around with the Move tool (G key to get a shape that resembles the one in Figure 3.7.在这里, 你会尝试离开你目前的多边形。 可以通过点击在视图标题栏的顶点选择按钮切换到 顶点模式。用移动工具 (G得
28、到和图 3.7类似的图像。4. Select the same vertices on the left side of the mesh as those shown in Figure 3.7; thenpress the X key and select Vertices in the menu to delete them.选择网格最左边的一些顶点如图 3.7,然后按 X 键在菜单选择 Vertices 删除它们。 Figure 3.7 Shaping the subdivided cube to match the model sheet5. Go to the Properties
29、 editor and click the wrench icon to open the Modifiers context. Add a Mirror modifier to your model, as shown in Figure 3.8. In the Mirror modifier options, you will see a check box labeled Clipping. Click it.到属性编辑窗口点击扳手图标打开修改器。为你的模型添加一个镜像(Mirror 修改器,如 图 3.8. 镜像(Mirror 修改器选项,你将看到一个叫 Clipping 的复选框。勾
30、选它。 Figure 3.8 Adding a Mirror modifier to the torso shapeClipping is a setting in Blenders Mirror modifier that ensures that geometry does not cross or leave the meshs central axis. This setting is helpful for keeping your model neat but should be switched off when you are extruding things like leg
31、s that have to be extruded near the central edge loop.Clipping 在 Blender 镜像(Mirror 修改器确保几何体不能够穿过网格的对称轴。此设置是 帮助保持你的模型整齐,当你挤压之类的东西像腿必须靠近中央循环边挤出应关闭这个选项。6. Using the Loop Cut tool (Ctrl+R, cut three loops in your torso: one midway up the chest to create the bottom of the arm extrusion, one above that, a
32、nd two near the front of the chest to create the front of the arm extrusion and add some shape to the chest near the collarbone (Figure 3.9. 使用循环切割(Loop Cut 工具 (Ctrl+R,切割你的身躯 3段:一段是胸腔到手臂挤出的底 部的一段线,另一段在它们之上。 Figure 3.9 Loop cuts help define future extrusions and shaping.7. Move vertices around to mat
33、ch the placement in Figure 3.9. There should be four faces for the eventual arm extrusion; select all of them and align them by pressing S to scale and X to limit that scaling to the x-axis. Then press numeric 0 to flatten the polygons along the x-axis. This trick was covered at the end of Chapter 2
34、, Blender Basics for Game Characters, and is useful any time you want to make geometry even.移动顶点类型图 3.9. 手臂挤出的地方应该有 4个面。选择所有按 S 键缩放和 X 键约束在 X 轴缩放对齐它们。然后再按数字键 0沿 X 轴展平多边形。这招在第二章 Blender Basics for Game Characters, 有提到过,它对于你任何时间想展平几何体是很有用的。8. Use Loop Cut again in the front view to make a cut near the
35、 central axis of the model. This cut will be used to create both the extrusion for the leg and the eventual shirt collar. Place it where the neck extends from the shoulders on the model sheet. Adjust the vertices to prepare for the future neck placement. At the end of your adjustments, you will have
36、 something like Figure 3.10.再次使用循环切割在前视图中使它靠近模型的中心轴切割, 这个切割的目的是为了挤出双腿 和衣领的。在模型参考图肩膀,然后调整顶点为将来挤出颈部做准备。最后如图 3.10 Figure 3.10 Completed torso 完成的身躯9. Save your file. Look at C03_Torso_finished.blend to see what the finished torso should look like.保存你的文件,完成的身躯应该适合 Look at C03_Torso_finished.blend文件看起来一样
37、的。 Now that you have the torso, you can move on to either the arms or legs as you wish. For this tutorial, you will move next to the legs.选择你已经创建了身躯,Extruding the Legs and Feet挤出腿部和脚Preparing legs offers similar challenges as starting a torso from a cube. Modelers must be careful to create rounded g
38、eometry that looks like an organic leg. The sooner you prepare for this, the less you will have to readjust later. You will arrange the vertices at the bottom of the torso to round out the leg shape. In order to do this, you will use the Proportional Editing tool.准备像类似创建身躯那样由立方体开始那样创建腿部。 建模者必须注意创建的圆
39、形的几何体 要看起来像有机的腿。这个准备越早,后面需要调整的就越少。要做到这些你将使用到 Proportional Editing 工具。Modeling the Legs 腿部建模Continue with your model from the torso portion of the chapter or open C03_Torso_ finished.blend from the online resources folder for Chapter 3.继续使用这一章的身躯模型或打开本书在线下载的章节 3文件 C03_Torso_finished.blend1. Select ve
40、rtices on the front and back of the polygons that will be the base of the leg geometry. Press the O key to activate Proportional Editing. Press G to move them toward the center of the mesh so it matches Figure 3.11. Adjust the radius of the Proportional Editing tool with the middle mouse wheel as ne
41、cessary to create a nice shape.选择创建腿部基础的多边形的前面和后面的顶点。按下 O 键激活 Proportional Editing. 按 G 键朝网格的中心移动最后结果和图 3.11那样。必要时使用鼠标滚轮调整缩放编辑工具以创建更好的形状。2. Select the vertex at the bottom-middle of the leg polygons and move it toward the center of the mesh. Be careful that the vertices do not combine in accordance
42、with the Clipping setting. Round out the other side of the three leg polygons. Ensure that the layout of vertices matches that in Figure 3.12.选择腿部多边形底部中间的顶点朝网格中心移动。 注意顶点设置了 Clipping 不会连接。 腿部 有 3个多边形。确保顶点布局如图 3.12.Figure 3.11 Using the Proportional Editing tool to round out the leg base Figure 3.12 R
43、ounding out the other side of the three leg polygons3. Switch off Clipping in the Mirror modifier. Select the three leg base polygons and extrude them downward to create a thigh.关闭镜像修改器的 Clipping 选项。选择腿部的 3个基础多边形向下挤出大腿。4. At the end of this extrusion, align the geometry with a Scale 0 maneuver along
44、 the z-axis. This will make extruding the rest of the leg simpler and create neater geometry.在挤出的末端,使用 0缩放沿着 Z 轴对齐几何体。 (按 S , Z , 0 ,这确保创建腿的其它 部分更简单和更整洁的几何体。5. Create two small extrusions to create proper knee joint geometry.创建 2个小的挤出作为膝关节的几何体。6. Extrude twice more: once to create the thick portion
45、of the calf muscle and once down to the ankle.再挤出 2次:一个创建到小腿最多肌肉的地方另一个到踝关节处。7. Cut two to three edge loops in the thigh and move the new loops up toward the waist geometry. Doing so will create a nice joint for the waist to bend at when rigged. At the end of all these changes, the leg will look like
46、 the one in Figure 3.13.在大腿股沟处切割二到三个边循环向腰部移动这些循环边。 这样做将在绑定时将创造一个好 的连接到腰部。完成这些后,腿部应该看起来如图 3.13.8. Let s add some character by wrinkling the zombies pants. Make a few more loop cuts in the bottom portion of the calf geometry toward the ankle. Select the edge loop above the ankle by Alt+RMB-clicking an
47、d scale it up slightly. Select the second loop up from the one you just scaled and scale this one as well. Continue to do this until you reach the top of the wrinkle loops (Figure 3.14.让我们为僵尸角色的裤子添加一些皱纹。 做了几个切割小腿几何体朝着脚踝的底部。 选择脚踝上的循环边通过 Alt+RMB点击和稍微缩放它。选择第二个循环边稍微缩放它。继续,直 到你顶部皱纹循环的做到这一点。(见图 3.14。 Figu
48、re 3.13The extruded leg Figure 3.14 The pant wrinkle geometryModeling the Feet 脚部建模Now that the pants are done, you can begin creating the feet:完成了裤子的模型,你将开始创建脚部的模型:1. Select the faces at the bottom of the legs and press X to bring up the Delete menu.Choose Faces to delete them.选择腿的底部的面按 X 键在弹出的删除菜单
49、选择 Choose Faces to delete。2. Select the remaining edge loop at the bottom of the leg and use Shift+D to duplicate it. Move this one down a little from the edge of the pants. Extrude it downward to create the base of the foot and align the bottom edge loop along the z-axis, as shown in Figure 3.15.任然
50、选择腿部的循环边和使用 Shift+D复制它。稍微向下移动这个复制品。然后向下挤出作 为脚的基础和沿着 Z 轴展平底部的面(S,Z , 0如图 3.15.3. The bottom of the foot geometry will have no faces on it. Create new ones by selecting groups of four vertices and press the F key to create a new face. Do this until the bottom of the foot is filled in with neat geometr
51、y.脚部的几何体的底部现在没有任何面。可以通过选择 4个顶点并按 F 键创建一个新面。重 复创建脚底的全部面。4. Move the vertices at the back of the bottom of the foot backward along the y-axis to create the shape of a heel.朝 Y 轴向后移动脚底后面的顶点创建出脚跟。5. Select the faces at the front of the foot geometry and align them along the y-axis, as shown in Figure 3.
52、16. Use this flat surface to extrude the rest of the foot geometry according to the model sheet.选择脚部前面的面沿着 Y 轴展平(S , Y , 0 . 如图 3.16. 使用展平的面挤出和模型参考表相 同的脚部模型。 6. Cut a few vertical edge loops along the foot and adjust the vertices to make a nice shoeshape. Cut another horizontally and move it near th
53、e bottom of the foot to create the sole of the shoe. Select the bottom polygons and scale them down slightly. Your shoe should look something like Figure 3.17.沿着脚部切割一些垂直的线并移动它们成为鞋子形状。 切割另一些水平线朝脚底移动它们以 创建鞋底。选择底部的多边形稍微缩小它们。你的鞋看起来如图 3.17。7. You will now extrude some polygons to create the illusion that
54、 the shoe connects to the leg. Select the edge loop at the top of the shoe again. Press Z to enter wireframe view. Extrude a new edge loop upward slightly along the z-axis, and then scale it down so it disappears under the pants. Make sure that the two meshes are not touching. Extrude upward into th
55、e pant leg (Figure 3.18. 现在, 您将挤出一些多边形来创建的鞋连接到腿的错觉。 再次选择在鞋的顶部边缘循环。 按 Z 进入线框视图。沿 z 轴略微向上挤出新的循环边,然后缩小它可以消失在裤子下面。确保 两个网格没有接触。向上挤压进裤腿,如图 3.188.You now have a torso with legs. Save your file. Look at C03_Legs_finished.blend to see what the model should look like so far.选择你已经创建完成身躯和腿部。保存你的文件。看文件 C03_Legs_
56、finished.blend,你的文 件应该和它差不多。Now you will go back up the mesh to the shoulder geometry, where you will extrude arms and hands.现在返回到网格肩部,在哪里你将基础你的手臂和手掌。 Making the Arms and Hands 创建手臂和手掌Luckily, you have already created an appropriate shoulder from which to extrude your arms backin the torso section o
57、f the tutorial. From these four faces, you will now create the arms and hands. 幸运的是, 在本教程的躯干部分你已经创建了一个合适的肩从中挤出你的双臂。 你现在将从 这四个面创建胳膊和手New modelers usually find that the creation of hand geometry requires practice. The challenge is to create something that not only looks good but that also fits the top
58、ology of the arms and rest of the model. Here, you are creating a character with sleeves. As you did with the foot geometry, you can practice forming the shapes without worrying about attaching them to the arms.新的建模者常常发现创建手部的几何体需要练习。 这主要是创建手臂和其它模型不仅仅看起 来像还要有好的拓扑结构。 在这里你将创建角色的袖子。 和你的脚部几何体那样, 你可以创 建形状而不用担心连接到手臂的问题。Modeling and Shaping Arms 创建手臂形状We will begin this section by extruding the arm geometry to create coat sleeves.我们这部分将开始学习基础手臂几何体创建外套的袖子。1. Continue with your model from the leg portion of the chapter or open C03
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