tailieunhanh - Essential LightWave 3D- P14
Essential LightWave 3D- P14: What you have in your hands is, quite simply, a collection of tools and techniques that many professional LightWave artists use every single day doing what we do in our various fields. The tools and techniques explored in this book are essential to creating the caliber of imagery that you see on film and television and in print and video games. | Chapter 14 Figure 14-147 The finished ear. Figure 14-148 The finished head. From here you can continue to reshape the ear to your satisfaction. Figure 14-147 shows the completed ear. Zoom out and take a look at what you ve got. The head model should be at least 93 complete or better. If you find that it s not quite right I encourage you to continue working with it. Being willing to push past the point of mediocrity is often what turns a good model into a great one. 378 Spline Modeling Exercise 2 Modeling a Human Head Closing Thoughts We ve covered a tremendous amount of ground in this chapter from the proper techniques of building a spline cage to refining the mesh and adding in complex details. In the process you ve constructed a world-class head model. From here I encourage you to continue on. Begin constructing morph targets for facial animation. Build the rest of the body and use the information in Chapters 15 and 16 to get started in character animation. Let the work you ve done in this chapter be the start of great things as you continue to realize your dreams in 3D. 379 Chapter 15 Layout 2 Animation Basics This chapter explores the basic tools that LightWave uses to control the movements of items within an animation. While these are the tools to control animation they are not the skills to create great works of animation. There s an entire book LightWave 3D 8 Character Animation devoted to understanding these skills inverse kinematics bones weight mappings and the skills common to good animation whether hand-drawn on paper or created in LightWave. Note As we go through this chapter you ll see that the tools LightWave offers to manipulate animations are rather complex. We ve already touched on some of them in Chapter 2 while dissecting Layout. Throughout this chapter I ll be referring to things we covered there. Here I ll give you a taste of some of the things that are in store for you in the world of animation. These are things that are integral to animation
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