3D Computer Graphics (Part 1/2) : 3D Computer Graphics Are Graphics That Use A Three-Dimensional' (Pl. Przestrzeń
3D Computer Graphics (Part 1/2) : 3D Computer Graphics Are Graphics That Use A Three-Dimensional' (Pl. Przestrzeń
I use a modeling technique that is widely known as Box Modeling. Box Modeling is a
modeling technique where you start with primitive shapes, like a box, and build your model
from there by adding in more and more geometry to define your shape. It doesnt need to be
a box, it can be any primitive shape. The idea being that your final detailed model is derived
(pl. pochodny) from that primitive shape.
Box modeling requires vast amount (pl. wymaga duej iloci) of manual moving and manipulations of
vertices, edges, and polygons. The lower geometry is the easier to modify.
Vertices (pl. wierzchoek) are points in space: They define the structure of other sub-objects
(edges and polygons) that make up the poly object. When you move or edit vertices, the
connected geometry is affected as well. Vertex can exist as an isolated point in space.
An edge (pl. krawd) is a line connecting two vertices that forms the side of a polygon. An
edge can't be shared by more than two polygons.
A polygon (pl. wielokt) is a closed sequence of three or more edges connected by a
surface (pl. powierzchnia)
The Extrude modifier adds depth to a shape object and makes it a parametric object.
Extrusion Height:
Specifies the amount of the extrusion in scene units. You can extrude selected
polygons outward or inward, depending on whether the value is positive or negative.
Connecting edges creates new edges between adjacent (pl. przylegajcych) pairs of
selected edges. The Connect Edges settings let you specify the number of new edges, the
amount of separation from each other, and their general location.
Segments
The number of new edges between each adjacent pair of selected edges.
Pinch
The relative spacing between the new, connecting edges. Negative values move the edges closer
together; positive values move them farther apart.
Slide
The relative positioning of the new edges.
Beveling involves first extruding polygons and then scaling the extruded polygons
Height
Specifies the extent of the extrusion in scene units. You can extrude selected
polygons outward or inward, depending on whether the value is positive or
negative.
Outline Amount
TurboSmooth lets you subdivide (pl. dzieli na mniejsze czci) the geometry while
interpolating the angles of new faces at corners and edges, and apply a single smoothing
group to all faces in the object. The effect of TurboSmooth is to round over corners and
edges as if they had been filed or planed smooth.
First lets take a quick look at the form and edge flow. The edge flow for a low poly lip and mouth
model would be that it all flows toward the lip. The black arrow is to make sure that we have edges
going around the lip as well. That is because having those edges will make it possible to animate the
mouth. Since lip and mouth models are created with animations in mind, we have to make sure we
have those edge flow for easy morph target creations.
Since the lip is relatively flat, I start out with a plane geometry and I literally cut in the lines for the
model matching up with the grid overlay.
Cutting
Finished cutting
Cut:
Lets you subdivide the mesh surface between pairs of edges by clicking, moving the
mouse, and then clicking again, creating a new edge or edges between the two edges.
Symmetry:
You can apply the Symmetry modifier to any geometry, and you can animate the mirror or
slicing effect by animating the modifier's gizmo.
When the Symmetry modifier is applied to a mesh, any edits you make to the original half
of the mesh below the Symmetry modifier in the stack also occur (pl. rwnie dokonuje
si) interactively to the other half.
Once I have the edges, then its just a matter of pushing and pulling those vertices to get the form.
The Next step is the hardest to do. We need sacrifice more time for cutting, pushing and
pulling for receive a good realistic form and edges flow.
The last step is easier to do than step 2, but it too take our time. As u can see we adds more
edges for better details view.