Download 3-D Human Modeling and Animation, Second Edition by Peter Ratner PDF

By Peter Ratner

All of the instruments and information to create electronic characters that could flow, exhibit feelings, and speak 3-D Human Modeling and Animation demonstrates how one can use your creative abilities in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent computing device expertise. This easy-to-follow e-book publications you thru the entire valuable steps to create and animate electronic people. scholars 3D artists will locate this ebook to be a useful source. This moment variation combines targeted, useful information regarding growing and animating three-D human versions. greater than four hundred photos, interactive records, and intriguing animations integrated at the CD-ROM aspect the modeling and animation strategies for either female and male figures. bankruptcy targets and workouts are tied to the CD-ROM, which additionally presents colour instance photographs, pattern versions, modeling templates, textures, lesson plans, and proper animation videos that let you commence modeling and animating without delay!

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Divide the nail polygons and bend them down a little. Follow the same steps to make the back nails. (Figure 2-76). Fig. 2-76 Step 1 7. The polygons for the nails are first beveled back and in a little and then beveled out. Dividing the nail polygons makes it possible to bend them somewhat. Fig. 2-74 Step 15. The tops of the legs are beveled down and in. Step 18. Step 16. All eight toes should be divided and bent like those in Figure 2-75. Fig. 2-75 Step 16. Dividing the toes and bending them. 46 The wing is made by choosing the polygons on the side of the body and beveling them out.

Figure 2-25 shows the completed cow head. 5 cm HighY:22cm High Z: 41 cm Segment X: 2 Segment Y: 2 Segment Z: 2 HighY:33cm Scale down the thickness of the teeth at the bottom. Move the box for the teeth and mirror it. 32 Fig. 2-25 Step 2 1 . The complete cow head with folderol. THE C O W B O D Y Step 22. Select the bottom neck polygon and bevel it down (Figure 2-26). 5 cm Position and rotate the beveled polygon so it ends at the shoulders. Adjust the width of the polygon. Fig. 2-27 Step 23. The bottom polygon is beveled down again (arrows).

Polygons for the shoulders and the top of the butt are beveled up and in (arrows). Step 30. Fig. 2-32 Step 28. Arrows point to the line in the middle of the torso made by splitting polygons. Step 29. Select the two top polygons at the shoulders and bevel them up a little. Select the two back polygons of the butt and bevel them back a little (Figure 2-34). Shift: 6 cm Inset: 6 cm Shape the butt in subdivision mode. 35 cm In subdivision mode, adjust the shape of the shoulders. Select the two top polygons at the butt and bevel them up a little.

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