New PDF release: 3-D Human Modeling and Animation, Second Edition

By Peter Ratner

ISBN-10: 0471215481

ISBN-13: 9780471215486

All of the instruments and knowledge to create electronic characters that could circulation, convey feelings, and speak 3-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 desktop know-how. This easy-to-follow e-book courses you thru the entire priceless steps to create and animate electronic people. scholars 3D artists will locate this e-book to be a useful source. This moment variation combines distinct, functional information regarding growing and animating 3-D human types. greater than four hundred photos, interactive records, and interesting animations incorporated at the CD-ROM element the modeling and animation techniques for either female and male figures. bankruptcy ambitions and workouts are tied to the CD-ROM, which additionally offers colour instance pictures, pattern versions, modeling templates, textures, lesson plans, and appropriate animation video clips that let you begin modeling and animating straight away!

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Additional resources for 3-D Human Modeling and Animation, Second Edition

Example text

2-59 Step 2. Beginning the bottom beak by beveling down. Fig. 2-57 Step 1. A box is made for the top part of the beak. Fig. 2-60 Two more bevels complete the bottom portion of the beak. Step 3. Start the head by selecting the polygon at the base of the upper beak and beveling it back a couple of times (Figure 2-61). Fig. 2-58 The narrow part of the beak is beveled out and in. Step 2. Select the bottom polygon at the base of the beak and bevel it down and in (Figure 2-59). In the left side view, select the left bottom polygon of the lower beak and bevel it out and in several times so that it now looks like Figure 2-60.

Step 3. Start the head by selecting the polygon at the base of the upper beak and beveling it back a couple of times (Figure 2-61). Fig. 2-58 The narrow part of the beak is beveled out and in. Step 2. Select the bottom polygon at the base of the beak and bevel it down and in (Figure 2-59). In the left side view, select the left bottom polygon of the lower beak and bevel it out and in several times so that it now looks like Figure 2-60. 42 Fig. 2-61 Step 3. The polygon at the base of the upper beak is beveled back two times.

2-28 Step 24. Beveling the bottom polygon again (arrow). 33 Step 25. Bevel the selected polygon back toward the middle of the stomach (Figure 2-29). Shift: 12 cm Inset: -2 cm Adjust the position of the polygon so it ends in the middle of the stomach. Work in subdivision mode to adjust the half torso according to your template. Fig. 2-30 Step 26. Another bevel of the back polygon (arrows). Step 27. In low-polygon mode, bevel the last polygon back some more to end just after the back legs (Figure 2-31).

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3-D Human Modeling and Animation, Second Edition by Peter Ratner


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