tailieunhanh - 2D Artwork and 3D Modeling for Game Artists- P5

Tham khảo tài liệu '2d artwork and 3d modeling for game artists- p5', công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả | 174 6. U-V Mapping the Slogre with DeepUV Figure After stacking the hand parts unwrap the cuffs of the arm using Interactive Cylinder mapping. 20. Relax the arm. v 21. Repeat steps 18-20 for the other arm. 22. Stack these two arm pieces on top of each other one side will have to be flipped to match . Figure Unwrap the arms using Interactive Cylinder mapping. ease purchase PDF Split-Merge on to remove this watermark. That completes the arms. Just move the components away for now and at the end you ll organize the map neatly. Before you continue choose File Export Send UV Update to transfer your work back to 3D Studio Max. It would also be a good idea to switch back over to Max and save your file so you won t lose your work. Now let s move on to the head portion of the slogre which represents the most detail of the model. Step 3 Unwrap the Head and Body Normal human characters have fairly spherically shaped heads and therefore an Interactive Sphere mapping would suffice. However tis not this case for this lovely beast which will require a combination of Interactive Sphere mapping plus some cutting and stitching to get it just right. I also want to get more of the neck in there because according to the sketches in earlier chapters the underside has a very snake-like appearance. 1. In a Top view lasso one of the tusks as shown in Figure and cut it away. Be sure to deselect any points of the head that you may have accidentally grabbed if you cut the wrong points however you can always re-join them with the rest of the head s U-V mesh and try again. Figure Select a tusk in the Top view. e purchase PDF Split-Merge on to remove this watermark. 176 6. U-V Mapping the Slogre with DeepUV 2. Once the tusk is cut away apply Planar 2 mapping. Because the tusk won t get much detail other than a cloudy off-white texture you don t have to unwrap or relax it. 3. Repeat steps 1 and 2 the other tusk stack them and set them aside see

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