01_介绍和项目概述(01_Introduction_and_project_overview)

02_与参考图像建模(02_Modeling_with_reference_images)

03_建设武器(03_Building_the_arms)

04_开始的手指和手(04_Beginning_the_fingers_and_hand)

05_整理手(05_Finishing_the_hand)

06_连接到手臂的手(06_Connecting_the_hand_to_the_arm)

07_框-建模躯干(07_Box-modeling_the_torso)

08_挤压的衬衫衣领(08_Extruding_the_shirt_collar)

09_整理这件衬衫(09_Finishing_the_shirt)

10_开始这条裤子(10_Beginning_the_pants)

11_整理裤子(11_Finishing_the_pants)

12_创建制鞋基地(12_Creating_the_shoe_base)

13_整理这双鞋(13_Finishing_the_shoes)

14_添加的鞋带(14_Adding_shoelaces)

15_看看面部拓扑(15_A_look_at_facial_topology)

16_建模的脸的边缘(16_Edge_modeling_the_face)

17_建筑的眼睛(17_Building_the_eyes)

18_建模的面部的框架(18_Modeling_the_facial_framework)

19_整理的面部的框架(19_Finishing_the_facial_framework)

20_添加细节在脸上(20_Adding_detail_to_the_face)

21_构建简单的耳朵(21_Building_simple_ears)

22_创建 人物 脖子(22_Creating_the_characters_neck)

23_创建内部的嘴(23_Creating_the_interior_of_the_mouth)

24_建模的牙齿,牙龈,吐舌(24_Modeling_the_teeth,gums,and_tongue)

25_一个头发基地提取头(25_Extracting_a_hair_base_from_the_head)

26_整理头发几何(26_Finishing_the_hair_geometry)

27_建模的汗衫和按钮(27_Modeling_the_undershirt_and_buttons)

28_建模的领带(28_Modeling_the_tie)

29_组织模型层次结构(29_Organizing_the_model_hierarchy)

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  • 其他 : Digital Tutors
  • 文件总数:29
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  • 教程简介:

    译文: 当建设计算机生成模型的游戏,电影或广播时,字符提供了一套独特的挑战。人物模型必须只看起来不像是特定字符,但他们也必须建立在这种方式,他们能够很容易进行动画处理。这意味着拓扑或边缘流可以是字符模型道具或节的环境比任何时候都更为重要。在这个玛雅建模教程中,我们将谈论面临的一些具体挑战艺术家作为他们生成字符,使用简单的字符作为指南。你 ' 将学到的概念,比如面部拓扑,工作从引用,和保持一个清洁的场景。我们 ' ll 还包括多边形箱建模,建模,致力于与 NURBS 的边缘的常见建模技术。最后你 ' ll 有知识和经验,你必须以开始创建您自己的自定义 CG 字符。 原文: When building computer generated models for games, film, or broadcast, characters provide a unique set of challenges. Character models must not only look like a particular character, but they must also be built in such a way that they are able to be readily animated. This means the topology, or edge flow, can be much more important on a character model than a prop or section of environment.In this Maya modeling tutorial, we will talk about some of the specific challenges facing artists as they build characters, using a simple character as a guide. You'll learn concepts like facial topology, working from reference, and keeping a clean scene. We'll also cover common modeling techniques from polygon box modeling, to edge modeling, to working with NURBS. In the end you'll have the knowledge and experience you need to begin creating your own custom CG characters.