By Peter Ratner
The entire instruments and information to create electronic characters that could stream, show feelings, and speak three-D Human Modeling and Animation demonstrates how one can use your creative abilities in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent computing device know-how. This easy-to-follow publication courses you thru the entire useful steps to create and animate electronic people. scholars 3D artists will locate this ebook to be a useful source. This moment variation combines distinct, useful information regarding growing and animating 3-D human types. greater than four hundred pictures, 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 types, modeling templates, textures, lesson plans, and suitable animation video clips that let you begin modeling and animating instantaneously!
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Additional resources for 3-D Human Modeling and Animation, Second Edition
Step 34. Select the bottom knee polygons and bevel them down and out (Figure 2-38). 5 cm Inset: 5 cm Fig. 2-38 Step 34. The lower legs are made by beveling the bottom polygons down and out. Step 35. Begin modeling the hooves by selecting the bottom foot polygons and beveling them in a little (Figure 2-39). Step 37. Work mostly in subdivision mode to shape the front legs. You may also decide to make them shorter and rotate them back a little so the bottoms of the hooves are flat on the ground (Figure 2-41).
Split polygons so that you have only three- and four-sided ones (Figure 2-47). Step 45. Work in subdivision mode to scale and shape the beginning of the udder. Bevel the polygon for the udder again. Shift: 7 cm Inset: 4 cm Shape the udder in subdivision mode and move it back toward the back legs (Figure 2-49). Step 44. Bevel the bottom stomach polygon down a little to start making the udder (Figure 2-48). Shift: 6 cm Inset: 2 cm Fig. 2-49 Step 45. Beveling, shaping, and moving the udder back. Fig.
Step 12. Bevel out the tail feathers some more and taper the ends (Figure 2-71). Fig. 2-72 Step 13. The tops of the legs are beveled down and in. Step 14. Select the bottom polygons of the legs and bevel them up and in a little. Bevel the same polygons down for the long parts of the legs (Figure 2-73). Fig. 2-71 Step 12. The tail feathers are beveled out more and their shape is improved. Step 13. Begin the legs by beveling down the two bottom polygons on the underside of the body (Figure 2-72).
3-D Human Modeling and Animation, Second Edition by Peter Ratner
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