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 ▼3D Studio Max Helme  FrienuiliDupe 12/4/7(土) 20:36

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 ■題名 : 3D Studio Max Helme
 ■名前 : FrienuiliDupe <tone6wmkf@aol.com>
 ■日付 : 12/4/7(土) 20:36
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   Developing a helmet with the three-dimensional design program 3ds Max can educate you on many common modeling methods, including how to make use of the time-saving Symmetry modifier. This modifier automatically duplicates your projects on a single side of an object to a different. Modeling a helmet also shows you how exactly to meet up with the challenge of making a curved surface from primitive surfaces like lines or uncurved polygons free 3d models.

Use Reference Pictures

There are lots of kinds of helmets, however, many tasks affect creating them all. One universal task is modeling with reference pictures: get or make JPEG files for the very best, left and front views of the helmet you wish to make. Create planes in 3ds Max for all these views, sized to exactly the same dimensions while the files. (For example, create a 200-by-300 foot plane for a front image with dimensions 200-by-300 pixels. )

Utilizing the 3ds Max Material Editor, load each JPEG onto its plane, after which arrange the planes to create a diorama. Mold an easy shape--e. g. box--to fit the outlines of among the diorama's planes, then switch to a different plane and mold the box to its outlines.

Model Biggest Parts First

In modeling, you broadly speaking begin with the largest parts, then work in small, step by step

parts. For the helmet's main shell, use something spherical. You can create a real sphere; apply the "Spherify" modifier to a cube; or spin a spline around an axis.

The final approach has the benefit of allowing you to easily trace the outline of one's reference pictures. To produce the first helmet from the spline, enter "Front" orthographic view and draw a "Line" shape, with the "Smooth" options selected. Trace the diorama's front image with this line, but only 1 / 2 of it---from the helmet's crown to its right side.

Apply the "Lathe" modifier to the finished line to sweep the line round the crown. This course of action forms the core helmet, which you'll want to likely wish to shape further. To do this, convert it to an "editable poly, " by right-clicking the helmet and selecting "Convert to Editable poly. "

Apply Symmetry

Utilizing the Symmetry modifier is yet another common way of modeling symmetrical objects free 3d models. This modifier dynamically mirrors your projects on a single side of an object to another. To make use of this modifier for the helmet, first delete the helmet's left half, then apply the "Symmetry" modifier from the drop-down list in the Get a grip on Panel. Click on the Get a grip on Panel's "Toggle End Result" button to begin to see the mirror image formed by the modifier. Once your helmet is complete, integrate the modifier in to your helmet by re-converting the helmet in to an "editable poly, " as described previously.

If your helmet has horns or piping, like the parts on Viking or football helmets, create these as polygons extruded along a spline curve: draw a "Line" object that extends from the stem of the piping or horn, up through the horn's end. Choose the end polygons of the stem and click on the "Edit Polygons" rollout's "Extrude Along Spline" tool to pull the polygon across the path. The resulting shape would be the horn or piping free 3d models.

Finishing the Helmet

Smooth the finished helmet object by making use of the NURMS tool underneath the "Graphite Modeling Tools" menu. Add color and texture utilizing the tools in the Material Editor, adding lights to the scene for greater realism. Render the helmet using then "Render" menu items.


Resource: 3D Studio Max Helmet Tutorial
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