게임그래픽을 구현하는데 있어 모델링은 가장 기본적인 능력입니다. 이런 모델링을 잘 구현하기 위해서는 ...

게임그래픽을 구현하는데 있어 모델링은 가장 기본적인 능력입니다. 이런 모델링을 잘 구현하기 위해서는 ...

就骨盆的模型佈線來說,有幾個地方要注意:(圖1) 1、因為大腿會內彎曲,所以正面部分的佈線也是以兩條為主,     並把兩條線段的位置放在大腿關節點上。 2、因為骨盆相較手肘膝蓋來說,他的體積大了很多,所以當     大腿彎曲時,屁股的弧線就會容易被注意到,所以基本款     一定要有3條線,然後再依據角色在鏡頭前的遠近來增加     屁股的線段。 3、因為會有劈腿的動作,所以跨下要有兩條佈線,手掌跟手指     之間也是一樣。

就骨盆的模型佈線來說,有幾個地方要注意:(圖1) 1、因為大腿會內彎曲,所以正面部分的佈線也是以兩條為主, 並把兩條線段的位置放在大腿關節點上。 2、因為骨盆相較手肘膝蓋來說,他的體積大了很多,所以當 大腿彎曲時,屁股的弧線就會容易被注意到,所以基本款 一定要有3條線,然後再依據角色在鏡頭前的遠近來增加 屁股的線段。 3、因為會有劈腿的動作,所以跨下要有兩條佈線,手掌跟手指 之間也是一樣。

遊戲模型佈線對動作變形之影響(1)-手肘膝蓋篇 - 外3內2_by 天國鳥人(bida999)_from 痞客幫 (http://bida999.pixnet.net/blog)_點開有說明

遊戲模型佈線對動作變形之影響(1)-手肘膝蓋篇 - 外3內2_by 天國鳥人(bida999)_from 痞客幫 (http://bida999.pixnet.net/blog)_點開有說明

My Clay Scene Setting [Tutorial] by Khempavee

My Clay Scene Setting [Tutorial] by Khempavee on deviantART Not a fan of Maya. But info is always good.

Picked up by CGchips. 2D,3DCG tutorials and 3Dprinter news site. http://cgchips.com/

A very good info-graphic on proper face topology. Cross-platform, most modelers can accomplish this.

Anatomy/Topology Study_by Dude Andy_from PolyCount

=D I'm currently trying to fine-tune my topology knowledge with a low-poly base male mesh.

Picked up by CGchips. 2D,3DCG tutorials and 3Dprinter news site. http://cgchips.com/

A very good info-graphic on proper face topology. Cross-platform, most modelers can accomplish this.

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