By Peter Ratner
All of the instruments and knowledge to create electronic characters which could flow, exhibit feelings, and speak 3-D Human Modeling and Animation demonstrates how one can use your creative talents in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent machine know-how. This easy-to-follow booklet courses you thru all of the beneficial steps to create and animate electronic people. scholars 3-D artists will locate this publication to be a useful source. This moment variation combines targeted, sensible information regarding growing and animating 3D human versions. greater than four hundred photographs, interactive documents, and intriguing animations incorporated at the CD-ROM element the modeling and animation procedures for either female and male figures. bankruptcy pursuits and workouts are tied to the CD-ROM, which additionally offers colour instance pictures, pattern versions, modeling templates, textures, lesson plans, and appropriate animation video clips that let you begin modeling and animating right now!
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Extra resources for 3-D Human Modeling and Animation, Second Edition
A cartoon chicken similar to the one in Figure 2-54 will be modeled using the patch spline/NURBS method. The Chapter 2 folder on the CD-ROM contains 2-D templates like the ones in Figures 2-55 and 2-56 as well as a 3-D template.. Combining subdivision and patch modeling is an effective method for making a quick 3-D template and a spline/NURBS object. Subdivision or box modeling is used to make a 3-D template from 2-D ones. Splines Fig. 2-56 The front-view sketch. Fig. 2-54 A rendered view of the patch-modeled chicken.
2-17 Step 13. Both side polygons are beveled again to make the ears (arrows). Step 12. Refine the shape of the head in subdivision mode. Select the two polygons on both sides of the head and bevel them out (Figure 2-16). Shift: 3 cm Inset: 2 cm Step 14. Bevel the two selected ear polygons again to make the tip of the ear (Figure 2-18). Shift: 5 cm Inset: 2 cm In subdivision mode, refine the shape of the ear. Fig. 2-16 Step 12. The two polygons on both sides of the head are beveled outward (arrows).
Nostrils are made by beveling in the front nose polygons (arrows). Fig. 2-20 Step 16. One more bevel for the horns makes the tips (arrows). 31 Step 19. Bevel the nostrils back and in some more (Figure 2-23). 8 cm Shape the nostrils. Fig. 2-24 Step 20. The two front teeth (arrows). Step 2 1 . Fig. 2-23 Step 19. The nostrils are beveled back and in one more time. Step 20. Add some teeth by modeling them. A quick way is to make a box with the following dimensions (Figure 2-24): Add eyeballs and pupils by flattening spheres.