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《Maya 海盗船建模教程》(SimplyMaya.com Modeling The Pirate Ship)

大学视频教程,璇璇视频教程
资料录入:冻咖啡

更新时间:2006-11-29 22:24:00

文件大小:1.76 GB

语言要求:英文

资料类型:视频资料

下载方式:电驴(eMule)下载

《Maya  海盗船建模教程》(SimplyMaya.com Modeling The Pirate Ship)
SimlpyMaya.com 之海盗船建模贴图完整教程。本教程将详细讲授海盗船建模到UV贴图的整个过程。内含所有场景、贴图文件。

作者:Kurt Boutilier
运行时间:12H.5M

建模:
Nurbs结合参考平面创建基础模型
转换成多边形模型,利用多边形工具进一步编辑
细分模型,添加细节

UV贴图:
UV编辑器的使用
PS中纹理的绘制
凹凸、高光、透明等贴图

《Maya  海盗船建模教程》(SimplyMaya.com Modeling The Pirate Ship)

《Maya  海盗船建模教程》(SimplyMaya.com Modeling The Pirate Ship)

《Maya  海盗船建模教程》(SimplyMaya.com Modeling The Pirate Ship)

If you are a fan of the big sea and love old ships then the Pirate modeling - texturing tutorial is for you. This tutorial is intended for intermediate to advanced users of Maya who have a good understanding of the tools set.

You will start off the pirate ship project by creating Image planes to use as reference to achieve the basic shape and size of our ship using nurbs primitives and nurbs curves. Once we have our ship blocked out we will begin converting into polygons to start adding details to the wood on the side of the ship. We’ll be using a variety of tools and techniques such as split polygon tool, 'move vertices' as well as 'convert to Subdivisions'to have a bit more control over shaping the geometry. We will also do more nurbs curve work to create ropes that hang down from the sails. After are ship model is complete the tutorial switches to preparing the model for texturing.

We will then enter the world of UV layouts and will be using a few different options to achieve this called such as automatic map'and planar map', as well as learn how to effectively move any UVs that are overlapped using the tools in the UV editor to obtain a flat map. Once our UV's are finished and we've taken a UV snap shot we then import our snapshot into a paint program and learn how to color and hand paint the ships'surface.

Areas covered in the paint section are using layers, staining of the surfaces, as well as use of a few filters. Once we have our colors complete its off to create our bump and secular maps which creates depth to surface flaws such as cracks and adds a more realistic look.
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