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游戏角色建模银版教程 Maya Silver Trtorial Game Character Modeling 英文

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发表于 2021-7-29 22:24:54 | 显示全部楼层 |阅读模式

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资源信息:



中文名


: 游戏角色建模银版教程


英文名


: Maya Silver Trtorial Game Character Modeling


版本


: 英文


发行时间


: 2006年


概述


:



分类:CG教程 文件大小: 14CD 适用平台: 98/Me/NT/2000/XP/.Net/ 资料介绍: Maya Silver Trtorial Game Character Modeling (游戏角色建模银版教程): MAYA银版教程,本期教程内容为游戏角色建模。 这是第一部分,cd1、 cd2、 cd3。swf格式文件 CD1: INTRO 这是首个游戏角色使用 low-polygon建模教程,首先使用参考图片应用到 多边形曲面模型,后建立角色的手 CD2: INTRO 通过使用“ Create Polygon ”工具跟踪参考图片,后编辑曲面使之与参考图片吻合,再复制以建立手前臂另一面 CD3: 在小腿的前后进一步修改和细调 CD4 在前周的基础上创建游戏角色的足,与前面讲过的教程采用同样技术 CD5: INTRODUCTION 进入身体的下一部分-腰部,练习使用已学的知识 CD6: INTRODUCTION 完成腰部、骨盆的创建,然后排列与腿相连 CD7: INTRODUCTION 躯乾的创建 CD8: INTRODUCTION 继续游戏角色躯乾的创建 CD9: INTRODUCTION 将完成游戏角色躯乾部分,使用“geometry”进行细调,使用 “Soften/Harden edges”定义躯乾的形状. CD10: INTRODUCTION 创建臂并于躯乾、前臂相连 CD11: INTRODUCTION 创建肩膀 CD12: INTRODUCTION 创建角色的头 CD13: INTRODUCTION 恩,继续作“头” CD14: INTRODUCTION 哈。完成头部形状与身体其他部分相连



Contents: CD1: INTRO This is the first of a character low-polygon modeling series for games. We begin by bringing in reference images and applying them onto a polygon plane, and start by building the hand of the character. Image: hand.zip [74KB] STEP ONE We proceed by bringing applying textures to polygon planes and adjusting them for proper referencing. We then take the reference image and trace it with the Create Polygon Tool to make the base geometry for the hand - the palm. STEP TWO Now that we have the shape of the palm, we can extrude the polygon plane and build up the hand by using the Split Polygon Tool, extruding faces and modifying edit points, etc. STEP THREE We give detail to the thumb by further using the Split Polygon Tool and applying the same technique mentionned above. STEP FOUR We continue with additional editing and construction of the hand. STEP FIVE Restructuring of existing geometry of the hand. STEP SIX Now that we have established the shape of the hand, we can give details to it and further define it. STEP SEVEN We continue by building the first finger according to the reference images. STEP EIGHT Detaching and taking the geometry of the first finger, we duplicate it to produce the other finger of the hand. STEP NINE We can now clean up the geometry of the hand and apply soft and hard edges to it for higher definition. CONCLUSION Now that you have seen what the hand looks like, try to image the rest of the body for the low-polygon character. Watch out in the coming weeks for the other parts as we assemble it! :-)



CD2: INTRO We'll start by tracing the reference image with the Create Polygon Tool. Then we will edit the plane to match the reference image and duplicate it to make the other side of the forearm. Image: tutorial_200_body.zip [144KB] STEP ONE We'll start by tracing the reference image with the Create Polygon Tool. Then we will edit the plane to match the reference image and duplicate it to make the other side of the forearm. STEP TWO Now that we have the basic shape of the forearm established, we will extrude faces to develop the forearm further. STEP THREE We will finish modeling the forearm and apply soften and harden edges to the geometry - then apply a blinn shader to it. **NOTE** No conclusion available for this part on the tutorial webpage.



CD3: Additional modifications and refining on the calf, the front and back of it. STEP FOUR Continued modifications on the calf STEP FIVE Continued modifications on the calf STEP SIX We begin to see the calf develop into the reference image, with its jutting angular 'muscles'. STEP SEVEN Continued modifications on the calf STEP EIGHT Continued modifications on the calf STEP NINE We now proceed to develop the top part of the leg (thigh) through the same techniques used to define the calf STEP TEN Angular 'muscles' will now be created on the thigh, much like the calf 'muscles' STEP ELEVEN Modifications on the thigh STEP TWELVE Now that the calf and thigh are more or less complete, we can define the 'kneecap' of the character STEP THIRTEEN The leg is near completion! We will take portions of the leg and harden the edges to define it as seen in the reference images. CONCLUSION Notice the importance of Soften/Harden edges tool - the difference between the soft part of the leg versus the hard edges on the 'muscles'. Soften/Harden edges is a very important tool when it comes to Polygon modeling and the one should pay particular attention to. This part of the tutorial highlights this, as well as the high-level use of other tools like Split Polygon, Merge Vertices, Delete History, and Extrude Faces, to name a few in no particular order. As this tutorial progresses, you should become very familiar and comfortable in using these tools, as they will become your repertoire in Polygon modeling! CD4 INTRO This week, we continue where we left off last - which was the completion of the leg modeling. We will construct the foot of the game character, of course utilizing the same technique which we have covered so far: reference images, Create Polygon Tool, modifying vertices, Soft/Harden, etc. STEP 1 We start by using the reference images as a guide to creating our polygon surface of the foot. Afterwards using the Split Polygon Tool, we will pull vertices to form the approximate shape of the foot. After that, we will mirro the half of the foot to form the whole foot and further define the form of the foot by again modifying the vertices. STEP 2 Using again the Split Polygon Tool, we will create detail on the foot to matc that which we see on the reference images. STEP 3 We will turn visible the leg geometry and fit it the the foot - and vice versa, making them proportional to each other. Then we fill the hole on the bottom of the foot and finally assign a blinn shader to test and see the hard and soft edges on both the leg and foot geometry. CONCLUSION Slowly, we can see the 2D drawing be transformed to 'life' in 3D! Is it not most exciting? Stay tuned next time for the pelvis. In the meantime, try sketching out your own character and apply the techniques that we have drilled into you - best to do so with a simple character. :-) CD5: INTRODUCTION We proceed with the next body part - the waist area. Let's practice and apply what we have learned so far : use of reference images, Create Polygon Tool, modifying vertices, Split Polygon Tool, Soft/Harden, etc. STEP 1 Let's trace the lower region of the waist with the Create Polygon Tool. Then we can move on to modifying CVs and changing the surface. STEP 2 We will further define the first surface we've just made and then proceed to making the first buttock. STEP 3 We can now work on joining the front pelvic area to the buttock in the back - bridging the two seperate surfaces. STEP 4 Now we focus on correcting the surfaces by reversing normals and softening edges. CONCLUSION Stay tuned next time for when we complete the entire pelvic/waist region! Hopefully by now, you are well adjusted to the use of numerous tools for editing your Polygons. Notice that we are specifically using them repeatedly to create and modify our surfaces - you should grow to be very comfortable using them in your poly workflow. Also, you may wish to consider using icons instead of the hotbox. Try to figure out which suits your preference best, as this will make your workflow more efficient. CD6: INTRODUCTION We will complete the rest of the waist/pelvis construction, then align and connect the leg to it. STEP 1 Let's develop the whole part of the waist/pelvis by taking our surface and extruding the edges. STEP 2 We'll adjust and edit the surface before we duplicate it in the -X axis. Then we will further make modifications to one side of the waist, which will be mirrored accordingly on the newly duplicated surface. STEP 3 Further modifications will be made and then we will apply a Blinn shader as well as soften edges on the waist geometry. STEP 4 Some final edits will be made to complete the waist (hardening edges). CONCLUSION Stay tuned for the next episode... to make the body, that is CD7: INTRODUCTION This series of videos will show the construction of the torso. STEP 1 As usual, we will define the torso area using the Create Polygon Tool. Then we will carve it up with the Split Polygon Tool. STEP 2 We will further define the shape and modify the vertices on the front of the torso. Then we begin on the back (torso) using the same techniques. STEP 3 Further work on the back torso STEP 4 Further work on the back torso STEP 5 Matching up the back torso geometry with the front part STEP 6 Further work on the back torso STEP 7 Further work on the back torso STEP 8 Further work on the back torso STEP 9 Synching up both parts of the torso CONCLUSION This is the first part of the torso construction for the game character. We shall continue next time on the remaining development of the body. CD8: INTRODUCTION We continue on the construction of the game character's torso. STEP 1 Development of half the torso using the Split Polygon Tool. STEP 2 Further tweaking and adjustment on the torso. STEP 3 We will duplicate and mirror the half torso and continue to edit the torso in its entirety. STEP 4 Continued modifications on the torso. CONCLUSION Stay tuned next time for the last part of the body construction. CD9: INTRODUCTION We will complete the game character torso, making various small tweaks with the geometry and defining the shape of the torso using Soften/Harden edges. STEP 1 Making small tweaks on existing torso surface and hardening edges to sculpt the body shape STEP 2 Tweaking the polygonal surface STEP 3 Sculpting and defining the back of the torso STEP 4 Creating the neck, mirroring the half-torso, joining the halves and fitting the torso to the existing game character parts. CONCLUSION The next chapter will be making of the arm and connecting the upper torso to the rest of the hand and forearm parts. CD10: INTRODUCTION We will create the arm which will connect to the torso and the game character's forearm. STEP1 Let's first create the shape where the arm should go - tracing the reference image with the Create Polygon Tool. STEP2 Now we will further define the arm/elbow part and join it to the separate torso and forearm geometries. CONCLUSION We will develop the shoulder geometry in the following chapter. CD11: INTRODUCTION We will create the shoulder geometry for the game character. STEP 1 We will use the Create Polygon Tool to trace the shoulder shape and define it using the Split Polygon Tool. STEP 2 With the shoulder surface molded to fit the body shape, we will extrude the edges to create depth and shape. CONCLUSION Stay tuned next time when we create the last component of the game character - the head. CD12: INTRODUCTION We are now ready to proceed to making the head of the game character. We will apply the same techniques covered previously to make the game character body parts - using the Create Polygon Tool, extruding faces and manipulating vertices. STEP 1 We will prepare the reference image and optimize it for the head modeling. We will use the Split Polygon Tool to define the shape of the head and then manipulate the vertices to fill up the head shape. STEP 2 We will continue to modify the shape of the head and give it more definition. STEP 3 We will continue to modify the shape of the head and give it more definition. STEP 4 We will continue to modify the shape of the head and give it more definition - and bring its form closer to the reference image. CONCLUSION Stay tuned next time when we further model the game character head. CD13: INTRODUCTION We continue this week with the construction of the game character's head. STEP 1 We return to where we last left off with the head geometry. Now we will further tweak the edges and vertices to define it and give it more resemblance to the reference image. STEP 2 Further small modification and tweaking of the half head geometry STEP 3 Further small modification and tweaking of the half head geometry STEP 4 We are ready to mirror the game character head and create a whole head CONCLUSION Remember all the other body parts we made in all those other parts? Now we will revisit them, assemble the game character and finally finish the game character model. Stay tuned next time for the grand finale! ;-) CD14: INTRODUCTION This is the last of the Game Character Modeling series. We will be finishing of the head geometry and then connecting it to the body parts we created earlier. STEP 1 Tweaking the head geometry. STEP 2 Tweaking the head geometry and connecting it to the neck of the torso. STEP 3 Editing the connection between the head and torso - and we will duplicate the other half of the model and make a whole body. STEP 4 Taking care of the head geometry so that it will result in a whole, connected surface. STEP 5 Tweaking the edges on the body to complete the game character body. CONCLUSION And we are done! Congratulations on completing the game character model. You should be well versed in numerous commands and tools in terms of your polygon modeling skills. With practice and patience, polygon modeling may become involuntary - and you will be able to model anything you can imagine. Just sketch it out and start with Create Polygon Tool and the fun begins all over again



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