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Maya Nurbs 建模命令制作汽車輪胎

  發(fā)布時(shí)間:2016-05-31 15:18:24   作者:佚名   我要評(píng)論
本教程向腳本之家的朋友們介紹Maya Nurbs 建模命令制作汽車輪胎,教程介紹的比較詳細(xì),制作起來也比較簡(jiǎn)單,適合新手學(xué)習(xí)制作,不過教程是英文教程,閱讀時(shí)需要一定的英語基礎(chǔ),希望教程對(duì)朋友們有所幫助

  翻譯說明: 為了讓大家更能理解這個(gè)教程,我并不翻譯其中一些命令,這樣可以讓一些初學(xué)者 ( 不是很熟悉 maya nurbs 建模命令 ) 更快找到這些命令。另:我的英文不好,所以在翻譯的時(shí)候會(huì)有一些不足之處,如果有讓你發(fā)笑的地方,請(qǐng)你給我提醒,我將更改過來 , 我的 email: chinacache@163.com.

  希望可以和大家一同進(jìn)步!

  

  create tire pattern

  open your maya, from top view, create these curves (fig 1), and move them to 6 of y-axis (go up). remember...you must use closed curves. and of course... you could create another tire pattern. :)

  打開 maya, 切換到前視窗 , 創(chuàng)建如 (fig 1) 一樣的曲線,并將它在 y 軸向上移動(dòng) 6 個(gè)單位 . 記住 : 曲線必須是閉合的 . 另外,你也可以創(chuàng)建你自己喜歡的曲線樣式 .

  then from front view, create a nurbs cylinder (radius 5, sections 12, spans 6), rotate it to 90%26deg;, name this cylinder master_ tire (fig 2).

  回到前視窗,創(chuàng)建一個(gè) nurbs 圓柱體 (radius 5,sections 12,spans 6), 旋轉(zhuǎn) 90 度,將其命名為 master_tire (fig 2).

fig 1

fig 2

  tire detail

from side view,selectthese outer cv%26#39;s (fig 3) and scale them smaller (fig 4). note : use center pivot axis to scale.

 切換到側(cè)視窗中,選擇外沿的 CV 點(diǎn) (fig 3) 將它們拉伸如 (fig 4). 注意 : 使用中心黃點(diǎn)來拉伸 .

fig 3

fig 4

  Now duplicate this master_ tire and name the new one master_ copy , then hide master_ tire (select Master_tire then hit CTRL-H)

  復(fù)制一條 master_tire 曲面 , 將其命名為 master_copy, 將 master_tire 隱藏起來 ( 選擇 master_tire 曲面按 Ctrl+H 組合鍵 ).

  Go to top view, rescale and adjust your curves to this position (Fig 5) (donoverlap the master_copy body), and then Shift-select master_copy and edit nurbs project curve on surface .

  Note : you must do this projection from top view.

  Then from persp view you will have these new projection curves (Fig 6)

  切換到頂視窗 , 將你的曲線重新拉伸縮放到如 (fig 5)( 不要超過 master_copy) ,然后按 Shift 鍵點(diǎn)選 master_copy ,選擇 edit nurbs project curve on surface 命令將曲線投影到曲面上 .

  記住 : 你必須在頂視窗中投影 .

  回到透視窗你將得到一些投影的曲線 (fig 6).

fig 5

fig 6

  with the new projection curves still selected, go to menu surfaces extrude option box ,selectdistance and enter -0.15 on extrude length , output geometry to nurbs (fig 7), then hit extrude, then from pers bottom view you will see this these extruded objects (fig 8)

  當(dāng)新投影的曲線仍然被選擇的時(shí)候,到 surfacesextrudeoption box , 將 style 設(shè)為 distance , extrude length 設(shè)為 -0.15. output geometry 設(shè)為 nurbs (fig 7), 設(shè)定好后點(diǎn)擊 extrude , 我們將得到如 (fig 8) 所示

fig 7

fig 8

  now from persp view top,selectmaster_copy, go to edit nurbs and trim tool, you will see that white trim areas,selectevery top of the inner surface (see cyan and yellow points in fig 9), and then press enter, you will have these new nurbs objects (fig 10)

  回到透視窗,選擇 master_copy 將使用 edit nurbstrim tool, 選擇你要保留的區(qū)域 (fig 9) ,并 trim 它,我們可以是到新的 nurbs 曲面 .(fig 10)

fig 9

fig 10

from front view, delete bottom extruded objects (fig 11), we don%26#39;t need them anymore.

  next, from side view,selectall of these objects (fig 12), then duplicate them.

  回到前視窗 , 將下面的曲面刪除掉 (fig 11), 我們不需要它 .

  切換到側(cè)視窗 , 選擇所有的物體 (fig 12), 復(fù)制它們 .

fig 11

fig 12

  then move these duplicated objects to about 1.5 of y axis (fig 13), and delete bottom extruded objects (fig 14)

  將復(fù)制出來的物體在 y 軸上移動(dòng) 1.5 的距離 (fig 13), 然后刪除掉下面的物體 (fig 14)

fig 13

fig 14

  select back all of duplicated objects, then put them back to 0 of y axis (fig 15)

  選擇所有復(fù)制出來的物體,將其在 y 軸上移回原位,即回歸 0(fig 15).

fig 15

 the reason i copied and deleted the original object is i don%26#39;t want to have any trim information anymore (it could slow down our modeling times).

  我復(fù)制出新的物體并將原物體刪除掉的原因是因?yàn)槲也幌朐陉P(guān)于 trim 的歷史記錄在物體上 ( 這樣做可以加速我們的時(shí)間 ).

  next, with new duplicated of object still selected, go to edit duplicate option box , and apply these duplicate settings (fig 16), hit duplicate, then you will have these duplicated rotation objects (fig 17)

  接下來 , 將所有物體選擇,復(fù)制它們,復(fù)制的屬性如 (fig 16), 我們可得到如 (fig 17) 所示的物體 .

fig 16

fig 17

  ok. 你是否還記得最初我們隱藏的圓柱體 ? 那一個(gè)命名為 master_tire 的曲面 ? 現(xiàn)在顯示它 , 并將它在 xyz 方向上縮小到 0.977. 得到 (fig 23)

fig 23

  bump logo texturing

  now from front view, create a nurbs spline with radius 4.45 , rotate it to 90%26deg; of x axis (fig 24), and move it to about 2.138 z axis (close to the master_tire cylinder outer side) (fig 25). note : this curve must be placed inside of the front of the master_tire , but not too far, it must be close enough.

  現(xiàn)在回到前視窗當(dāng)中,新建一個(gè) nurbs 圓形曲線 , 半徑為 4.45, 并在 x 軸上旋轉(zhuǎn) 90 度 (fig 24), 在 z 軸方向上移動(dòng) 2.138 的距離 ( 靠近 master_tire 圓柱體 )(fig 25). 記住 : 該曲線必須在 master_tire 曲面里,但是不要太遠(yuǎn),接近一點(diǎn) .)

fig 24

fig 25

  duplicate it then rescale it to about 0.87 (xyz) and move it to around 2.254 of z axis and then duplicate again, rescale it to about 0.754 (xyz) and move it to around 2.178 of z axis. now you have these three new curves right ? (fig 26) . nowselectthese 3 new curves (one by one) then go to surface loft . you%26#39;ll have this new surface (fig 27). note : you could still resizeortweak these 3 profile curves if you want to :)

  復(fù)制那條曲線 , 并將新復(fù)制出來的曲線在 xyz 軸上縮小到 0.87, 在 z 軸方向上移動(dòng)到 2.254 ; 再次復(fù)制一條新的曲線,并將其在 xyz 軸上縮小到 0.754, 在 z 軸方向上移動(dòng)到 2.178 . 現(xiàn)在我們得到了三條曲線 (fig 26). 依次選擇這三條曲線,并 surfaceloft , 我們 loft 出新曲面 (fig 27). 注意 : 你可以適當(dāng)調(diào)整你的曲線到你喜歡的樣子 .

fig 26

fig 27

  next, with this new surface still selected, go to edit duplicate option box and apply these duplicate settings (fig 28), hit duplicate, then you will have a new mirrored surface on the other side (fig 29)

  選擇 loft 出來的曲面,到 editduplicateoption box 里將其設(shè)置如 (fig 28), 設(shè)置好后復(fù)制 , 你將得到 (fig 29).

fig 28

fig 29

  后面的應(yīng)該不用翻譯了吧? - 關(guān)于渲染的,如果有那位需要的話,發(fā) email 給我們 : chinacache@163.com, 我們會(huì)將它完成 . 謝謝 !!

  now within your graphics editor, create this logo with an alpha channel (tga) like this sample , do whatever you like with the logo, but remember you must create a squared box for the logo resolution (i.e. 500x500or600x600) :)

from hypershade create a new lambert material with your alpha file as bump shader with 3d projection (fig 28). i used lambert cause i dont want to get too shiny on this tire; you could also create it with displacement if you want to.

fig 28

  now adjust your 3d placement attributes to fix the front inner tire (fig 29)

fig 29

final check

  you could delete all unused objects from hypergraph and also you could delete all history (if you want to), and you could also group all of these objects :)

  ok next,selecteditselectall by type nurbs surfaces , go to rendering module, go to render set nurbs tessellation then hit set and close. go to your render globals , set your anti-aliasing quality to production quality , resolution to about 640x480. now render it, then you will have this cute looking tire, of course you could create black rubber shader for this tire :)

  and yes...these are nurbs...so don%26#39;t be worried with a close/macro shot, even this close , they%26#39;re all smooth.

  if you need a complete model with logo, please send me an email...sorry the file was too big for my bandwidth..:(

  ok..this is it...i hope it helps....and have fun....:) (完)

  教程結(jié)束,以上就是Maya Nurbs 建模命令制作汽車輪胎方法介紹,操作很簡(jiǎn)單的,希望這篇文章能對(duì)大家有所幫助!

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