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《游戏角色建模银版教程》(Maya Silver Trtorial Game Character Modeling)英文

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    发行时间2006年
  • 时间: 2006/08/05 00:43:13 发布 | 2006/08/05 00:43:13 更新
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中文名游戏角色建模银版教程
英文名Maya Silver Trtorial Game Character Modeling
版本英文
发行时间2006年
简介

IPB Image
分类:CG教程
文件大小: 14CD
适用平台: 98/Me/NT/2000/XP/.Net/

资料介绍:
Maya Silver Trtorial Game Character Modeling (游戏角色建模银版教程):
MAYA银版教程,本期教程内容为游戏角色建模。
这是第一部分,cd1、 cd2、 cd3。swf格式文件
CD1:
INTRO
这是首个游戏角色使用 low-polygon建模教程,首先使用参考图片应用到 多边形曲面模型,后建立角色的手
CD2:
INTRO
通过使用“ Create Polygon ”工具跟踪参考图片,后编辑曲面使之与参考图片吻合,再复制以建立手前臂另一面
CD3:
在小腿的前后进一步修改和细调
CD4
在前周的基础上创建游戏角色的足,与前面讲过的教程采用同样技术
CD5:
INTRODUCTION
进入身体的下一部分-腰部,练习使用已学的知识
CD6:
INTRODUCTION
完成腰部、骨盆的创建,然后排列与腿相连
CD7:
INTRODUCTION
躯乾的创建
CD8:
INTRODUCTION
继续游戏角色躯乾的创建
CD9:
INTRODUCTION
将完成游戏角色躯乾部分,使用“geometry”进行细调,使用 “Soften/Harden edges”定义躯乾的形状.
CD10:
INTRODUCTION
创建臂并于躯乾、前臂相连
CD11:
INTRODUCTION
创建肩膀
CD12:
INTRODUCTION
创建角色的头
CD13:
INTRODUCTION
恩,继续作“头”
CD14:
INTRODUCTION
哈。完成头部形状与身体其他部分相连
IPB Image
Contents:
CD1:
INTRO
This is the first of a character low-polygon modeling series for games.
We begin by bringing in reference images and applying them onto a
polygon plane, and start by building the hand of the character.
Image: hand.zip [74KB]
STEP ONE
We proceed by bringing applying textures to polygon planes and adjusting
them for proper referencing.
We then take the reference image and trace it with the Create Polygon Tool
to make the base geometry for the hand - the palm.
STEP TWO
Now that we have the shape of the palm, we can extrude the polygon plane
and build up the hand by using the Split Polygon Tool, extruding faces
and modifying edit points, etc.
STEP THREE
We give detail to the thumb by further using the Split Polygon Tool
and applying the same technique mentionned above.
STEP FOUR
We continue with additional editing and construction of the hand.
STEP FIVE
Restructuring of existing geometry of the hand.
STEP SIX
Now that we have established the shape of the hand, we can give details
to it and further define it.
STEP SEVEN
We continue by building the first finger according to the reference images.
STEP EIGHT
Detaching and taking the geometry of the first finger, we duplicate it
to produce the other finger of the hand.
STEP NINE
We can now clean up the geometry of the hand and apply soft and hard edges
to it for higher definition.
CONCLUSION
Now that you have seen what the hand looks like, try to image the rest of
the body for the low-polygon character. Watch out in the coming weeks for
the other parts as we assemble it! :-)
IPB Image
CD2:
INTRO
We'll start by tracing the reference image with the Create Polygon Tool.
Then we will edit the plane to match the reference image and duplicate
it to make the other side of the forearm.
Image: tutorial_200_body.zip [144KB]
STEP ONE
We'll start by tracing the reference image with the Create Polygon Tool.
Then we will edit the plane to match the reference image and duplicate
it to make the other side of the forearm.
STEP TWO
Now that we have the basic shape of the forearm established, we will
extrude faces to develop the forearm further.
STEP THREE
We will finish modeling the forearm and apply soften and harden edges
to the geometry - then apply a blinn shader to it.
**NOTE** No conclusion available for this part on the tutorial webpage.
IPB Image
CD3:
Additional modifications and refining on the calf, the front and back of it.
STEP FOUR
Continued modifications on the calf
STEP FIVE
Continued modifications on the calf
STEP SIX
We begin to see the calf develop into the reference image, with its
jutting angular 'muscles'.
STEP SEVEN
Continued modifications on the calf
STEP EIGHT
Continued modifications on the calf
STEP NINE
We now proceed to develop the top part of the leg (thigh) through
the same techniques used to define the calf
STEP TEN
Angular 'muscles' will now be created on the thigh, much like
the calf 'muscles'
STEP ELEVEN
Modifications on the thigh
STEP TWELVE
Now that the calf and thigh are more or less complete, we can define
the 'kneecap' of the character
STEP THIRTEEN
The leg is near completion! We will take portions of the leg and harden
the edges to define it as seen in the reference images.
CONCLUSION
Notice the importance of Soften/Harden edges tool - the difference
between the soft part of the leg versus the hard edges on the 'muscles'.
Soften/Harden edges is a very important tool when it comes to
Polygon modeling and the one should pay particular attention to.
This part of the tutorial highlights this, as well as the high-level
use of other tools like Split Polygon, Merge Vertices, Delete History,
and Extrude Faces, to name a few in no particular order.
As this tutorial progresses, you should become very familiar and comfortable
in using these tools, as they will become your repertoire in Polygon modeling!

CD4
INTRO
This week, we continue where we left off last - which was the completion of
the leg modeling. We will construct the foot of the game character, of course
utilizing the same technique which we have covered so far: reference images,
Create Polygon Tool, modifying vertices, Soft/Harden, etc.
STEP 1
We start by using the reference images as a guide to creating our polygon
surface of the foot. Afterwards using the Split Polygon Tool, we will pull
vertices to form the approximate shape of the foot. After that, we will mirro
the half of the foot to form the whole foot and further define the form of
the foot by again modifying the vertices.
STEP 2
Using again the Split Polygon Tool, we will create detail on the foot to matc
that which we see on the reference images.
STEP 3
We will turn visible the leg geometry and fit it the the foot - and
vice versa, making them proportional to each other. Then we fill the hole
on the bottom of the foot and finally assign a blinn shader to test and see
the hard and soft edges on both the leg and foot geometry.
CONCLUSION
Slowly, we can see the 2D drawing be transformed to 'life' in 3D! Is it not
most exciting? Stay tuned next time for the pelvis. In the meantime,
try sketching out your own character and apply the techniques that we have
drilled into you - best to do so with a simple character. :-)

CD5:
INTRODUCTION
We proceed with the next body part - the waist area. Let's practice and apply
what we have learned so far : use of reference images, Create Polygon Tool,
modifying vertices, Split Polygon Tool, Soft/Harden, etc.
STEP 1
Let's trace the lower region of the waist with the Create Polygon Tool.
Then we can move on to modifying CVs and changing the surface.
STEP 2
We will further define the first surface we've just made and then proceed
to making the first buttock.
STEP 3
We can now work on joining the front pelvic area to the buttock in the back
- bridging the two seperate surfaces.
STEP 4
Now we focus on correcting the surfaces by reversing normals and
softening edges.
CONCLUSION
Stay tuned next time for when we complete the entire pelvic/waist region!
Hopefully by now, you are well adjusted to the use of numerous tools for
editing your Polygons. Notice that we are specifically using them repeatedly
to create and modify our surfaces - you should grow to be very comfortable
using them in your poly workflow. Also, you may wish to consider using icons
instead of the hotbox. Try to figure out which suits your preference best,
as this will make your workflow more efficient.

CD6:
INTRODUCTION
We will complete the rest of the waist/pelvis construction,
then align and connect the leg to it.
STEP 1
Let's develop the whole part of the waist/pelvis by taking our
surface and extruding the edges.
STEP 2
We'll adjust and edit the surface before we duplicate it in the -X axis.
Then we will further make modifications to one side of the waist, which
will be mirrored accordingly on the newly duplicated surface.
STEP 3
Further modifications will be made and then we will apply a Blinn shader
as well as soften edges on the waist geometry.
STEP 4
Some final edits will be made to complete the waist (hardening edges).
CONCLUSION
Stay tuned for the next episode... to make the body, that is

CD7:
INTRODUCTION
This series of videos will show the construction of the torso.
STEP 1
As usual, we will define the torso area using the Create Polygon Tool.
Then we will carve it up with the Split Polygon Tool.
STEP 2
We will further define the shape and modify the vertices on the front of
the torso. Then we begin on the back (torso) using the same techniques.
STEP 3
Further work on the back torso
STEP 4
Further work on the back torso
STEP 5
Matching up the back torso geometry with the front part
STEP 6
Further work on the back torso
STEP 7
Further work on the back torso
STEP 8
Further work on the back torso
STEP 9
Synching up both parts of the torso
CONCLUSION
This is the first part of the torso construction for the game character.
We shall continue next time on the remaining development of the body.

CD8:
INTRODUCTION
We continue on the construction of the game character's torso.
STEP 1
Development of half the torso using the Split Polygon Tool.
STEP 2
Further tweaking and adjustment on the torso.
STEP 3
We will duplicate and mirror the half torso and continue to edit the torso
in its entirety.
STEP 4
Continued modifications on the torso.
CONCLUSION
Stay tuned next time for the last part of the body construction.

CD9:
INTRODUCTION
We will complete the game character torso, making various small tweaks with
the geometry and defining the shape of the torso using Soften/Harden edges.
STEP 1
Making small tweaks on existing torso surface and hardening edges to sculpt
the body shape
STEP 2
Tweaking the polygonal surface
STEP 3
Sculpting and defining the back of the torso
STEP 4
Creating the neck, mirroring the half-torso, joining the halves and fitting
the torso to the existing game character parts.
CONCLUSION
The next chapter will be making of the arm and connecting the upper torso to
the rest of the hand and forearm parts.

CD10:
INTRODUCTION
We will create the arm which will connect to the torso and the game character's
forearm.
STEP1
Let's first create the shape where the arm should go - tracing the reference
image with the Create Polygon Tool.
STEP2
Now we will further define the arm/elbow part and join it to the separate torso
and forearm geometries.
CONCLUSION
We will develop the shoulder geometry in the following chapter.

CD11:
INTRODUCTION
We will create the shoulder geometry for the game character.
STEP 1
We will use the Create Polygon Tool to trace the shoulder shape and define
it using the Split Polygon Tool.
STEP 2
With the shoulder surface molded to fit the body shape, we will extrude
the edges to create depth and shape.
CONCLUSION
Stay tuned next time when we create the last component of the game character
- the head.

CD12:
INTRODUCTION
We are now ready to proceed to making the head of the game character.
We will apply the same techniques covered previously to make the game
character body parts - using the Create Polygon Tool, extruding faces
and manipulating vertices.
STEP 1
We will prepare the reference image and optimize it for the head modeling.
We will use the Split Polygon Tool to define the shape of the head and then
manipulate the vertices to fill up the head shape.
STEP 2
We will continue to modify the shape of the head and give it more definition.
STEP 3
We will continue to modify the shape of the head and give it more definition.
STEP 4
We will continue to modify the shape of the head and give it more definition
- and bring its form closer to the reference image.
CONCLUSION
Stay tuned next time when we further model the game character head.

CD13:
INTRODUCTION
We continue this week with the construction of the game character's head.
STEP 1
We return to where we last left off with the head geometry. Now we will
further tweak the edges and vertices to define it and give it more resemblance
to the reference image.
STEP 2
Further small modification and tweaking of the half head geometry
STEP 3
Further small modification and tweaking of the half head geometry
STEP 4
We are ready to mirror the game character head and create a whole head
CONCLUSION
Remember all the other body parts we made in all those other parts? Now we
will revisit them, assemble the game character and finally finish the game
character model. Stay tuned next time for the grand finale! ;-)

CD14:
INTRODUCTION
This is the last of the Game Character Modeling series. We will be finishing
of the head geometry and then connecting it to the body parts
we created earlier.
STEP 1
Tweaking the head geometry.
STEP 2
Tweaking the head geometry and connecting it to the neck of the torso.
STEP 3
Editing the connection between the head and torso - and we will duplicate
the other half of the model and make a whole body.
STEP 4
Taking care of the head geometry so that it will result in a whole,
connected surface.
STEP 5
Tweaking the edges on the body to complete the game character body.
CONCLUSION
And we are done! Congratulations on completing the game character model.
You should be well versed in numerous commands and tools in terms of your
polygon modeling skills. With practice and patience, polygon modeling may
become involuntary - and you will be able to model anything you can imagine.
Just sketch it out and start with Create Polygon Tool and the
fun begins all over again
IPB Image
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