3dsmax女性身体建模教程Word版.doc

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1、传播优秀Word版文档 ,希望对您有帮助,可双击去除!3dm3网站一篇3ds max女性身体建模教程,这篇教程将利用subdivision modeling建立一个女性身体的模型。详细教程请浏览:http:/ female body from a cylinderThis tutorial is best suited for those who like to see a rough model from the start and then refine into detail as you go. The technique is best suited for those that p

2、refer to see a rough representation of their models from the start to judge proportions. Its supposed to act as a guide only. Depending on the body type and muscles you want to emphasize the later structure can vary greatly but the beginning steps should still remain similar. The tutorial should be

3、a good base for a male version as well since the structure accommodates for most major muscles. I wanted to create a young, athletic female body. Young and female because I didnt want to go overboard with the tutorial modelling lots of muscles or sagging, wrinkly skin and athletic because I still wa

4、nted to have some subtle defined musculature with which I could push towards a male body. This tutorial was done in 3ds max but the technique itself is usable across any 3D software that supports subdivisions. Some software allows for selection and splitting of edgeloops and edgerings which will spe

5、ed up modelling a lot. Knowledge of the following is expected: - Subdivision surfaces - Edgeloop and Edgerings - Quad polygons You can learn more about this from here: Subdivision techniques by Bay Raitt and Greg Minter 传播优秀Word版文档 ,希望对您有帮助,可双击去除!Tamas Vagras subdivision pages Spiraloid forums The s

6、teps are colour coded: blue means something has been added red means something has been deleted 1) Create a 12-sided cylinder, 6 segments high 2) Scale and move the segments into a rough body shape; shoulders, chest, under the ribcage, waist, hips and butt 传播优秀Word版文档 ,希望对您有帮助,可双击去除!3) Since its ted

7、ious to model both sides well cut away one half and mirror-reference it. Push verts around to shape the body more while keeping the line of the collarbone, ribcage, hips/belly and pelvis/butt in mind 传播优秀Word版文档 ,希望对您有帮助,可双击去除!4) We add some more edgeloops and move the verts to form the outline of t

8、he breasts, hips and butt5) Add another loop which will help us form the armpit later. The loops will go all the way across the back 传播优秀Word版文档 ,希望对您有帮助,可双击去除!6) Remove the offending edge to preserve our nice quad mesh 传播优秀Word版文档 ,希望对您有帮助,可双击去除!7) Nipples! Create the outline by bevelling the verts

9、 传播优秀Word版文档 ,希望对您有帮助,可双击去除!8) Breasts in 3 easy steps! 1) cut in more edges from the existing points and keep the nipple outline circular. 2) create and move enough edgeloops to define their shape. Some people might want to add lots of edgeloops here :) Remember gravity and let them droop a bit. Al

10、so make sure they angle out with the center about where the spine is 3) extrude the nipples from the nipple outline. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!9) Extrude the existing faces into arms 传播优秀Word版文档 ,希望对您有帮助,可双击去除!10) Delete the end polys and add a loop for more shape. Make sure the new loop doesnt cro

11、ss the armpit but flows behind it. The highlighted face should be exactly where the armpit goes 传播优秀Word版文档 ,希望对您有帮助,可双击去除!11) We cut two new loops and shape the armpit. Well leave the lose ends for now because when we attach the legs there will be a bunch of places to continue them towards 传播优秀Word

12、版文档 ,希望对您有帮助,可双击去除!12) Cut 3 new cross sections into the arm 传播优秀Word版文档 ,希望对您有帮助,可双击去除!13) move the vertices into shape; outline the deltoid, elbow and forearm 传播优秀Word版文档 ,希望对您有帮助,可双击去除!14) Heres an important step. Twist or rotate the outer edgeloops 90 degrees. Many people keep the loops straight

13、 even when the hands are flat but it makes more sense to twist the forearm as it follows the flow of the muscles. If you modelled them straight with palms flat and you then animated the palms to face forward (the only direction you can twist your arm), they would cross the muscles instead of flowing

14、 with them and create very thin rhomboid faces that wont smooth nicely.传播优秀Word版文档 ,希望对您有帮助,可双击去除!15) Now we add in more loops and start shaping out the arm. This is pretty straight forward since the arm is basically treated as a cylinder. Up to this step the arm is fairly generic. The next arm step

15、s include some useful steps for further detailing but are mostly specific to the look I wanted. A bodybuilder would have more and different flows of loops 传播优秀Word版文档 ,希望对您有帮助,可双击去除!16) Time for some detailing. I wanted to add in some forearm muscles so I bevelled in some faces (2) and added in a lo

16、op (3) and pushed verts in and out to shape them 传播优秀Word版文档 ,希望对您有帮助,可双击去除!17) You probably noticed the open ended loop resulting in a 5 sided poly. Since Im not planning on adding any detail to this part of the arm later Ill make it all into quads now. I do this by adding some edges and removing o

17、thers, causing a redirection of the flow of edges 传播优秀Word版文档 ,希望对您有帮助,可双击去除!18) Lets add in some more edges for the elbow and more forearm muscles 传播优秀Word版文档 ,希望对您有帮助,可双击去除!19) And even more edges together with a slight change of loop direction. The loops end in two open edges halfway across the f

18、orearm but should not cause any problems. I didnt want to add more loops to fix this but if it causes any problems its easy enough to find a place to get rid of them once the hands are attached. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!20) Which is what well do now! Go to the hand tutorial to see how I built it 传

19、播优秀Word版文档 ,希望对您有帮助,可双击去除!21) With the arm done well continue on the back. To define the shoulder blades we add some more edges (2) and move the verts around (3) 传播优秀Word版文档 ,希望对您有帮助,可双击去除!22) Some of the new edges created in step 21 will serve to round out the butt as well 23) Create one new poly f

20、rom the front of the crotch to the butt (1) then subdivide it into 4 and shape it (2). Use the existing verts to shape the butt as well (3) 传播优秀Word版文档 ,希望对您有帮助,可双击去除!24) Well need to add some edges (2) to accommodate for the leg well attach (3) Check out the leg modelling tutorial to see how its bu

21、ilt. The amount of verts to weld should match up on both torso and leg The next steps are again mostly specific to this model 传播优秀Word版文档 ,希望对您有帮助,可双击去除!25) Now that the leg is attached some edges arent needed any more. I also want to adjust the leg muscle a bit so that edge goes too. Add some edges

22、 to close the loop. The edge goes around the butt and will define the lower edge of it as seen in step 25b传播优秀Word版文档 ,希望对您有帮助,可双击去除!25b) step 25 continued 传播优秀Word版文档 ,希望对您有帮助,可双击去除!26) A few more edges added to close some loops and add some shape to the ribcage, pelvis and butt. Got rid of one of

23、the open edges in the armpit this way, good stuff! 传播优秀Word版文档 ,希望对您有帮助,可双击去除!27) I removed part of a loop from the side of the breast to the back. I added another edge at the bottom of the breast to create a sharper crease there. More edges are added to define shape. The vertical loop goes all the

24、way around and up the back to the neck to define the spine as well. Space for the navel is added too. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!28) By removing an edge and cutting in two new ones we get a bit more roundness in the shoulder and breast 传播优秀Word版文档 ,希望对您有帮助,可双击去除!29) Same as step 28 but from the back

25、. Note that step 28 and 29 together cause a slight shift in direction of edges coming off the neck and over the shoulder blade. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!30) Dimples! Nice. Created by bevelling a vertice and add some cuts. Not much deformation here so n-sided polys should be ok 传播优秀Word版文档 ,希望对您有帮助

26、,可双击去除!31) Close-up of the navel. Created by bevelling a poly and extrude the resulting face in a few times. This is as much detail as Ill put in here for now. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!32) Putting a head on her传播优秀Word版文档 ,希望对您有帮助,可双击去除!33) Adding collarbone and detail to the neck and upper spine

27、by more cutting. All these edges should work fine for a male too 34) This is the tweaking stage and you can add detail into infinity so with these last edges Ill stop here 传播优秀Word版文档 ,希望对您有帮助,可双击去除!35) Theres one last thing to do though; rotate your arms into angles and smooth off the shoulders. Al

28、so make sure your limbs are slightly bent at the elbows and knees. Keeping the legs apart may help when weighing the verts to bones but may also make rigging more complicated so use your own judgement here. 传播优秀Word版文档 ,希望对您有帮助,可双击去除!The rotation of the arms is to get them into a more relaxed state.

29、 Arms kept in a straight T-pose would cause faulty shoulders when animated because most of the time the arms will be close to the body. The bent limbs are needed because an IK solution needs an angle to work from. Make sure the bend is in one axis only though (for example the arm is straight seen fr

30、om front but slightly bent when seen from top. Likewise the leg is straight from front but bent from side) Basically try to model your character into as much of a relaxed pose as possible. This will reduce unnecessary stretching of polygons. Thats it! Hope you found it helpful. And the result with some clothes and hair传播优秀Word版文档 ,希望对您有帮助,可双击去除!传播优秀Word版文档 ,希望对您有帮助,可双击去除!

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