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

By Peter Ratner

All of the instruments and knowledge to create electronic characters which could circulation, exhibit feelings, and speak three-D Human Modeling and Animation demonstrates how one can use your inventive abilities in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent laptop expertise. This easy-to-follow publication courses you thru all of the precious steps to create and animate electronic people. scholars 3-D artists will locate this booklet to be a useful source. This moment variation combines distinct, functional information regarding developing and animating 3D human types. greater than four hundred photographs, interactive documents, and fascinating animations integrated at the CD-ROM element the modeling and animation techniques for either female and male figures. bankruptcy ambitions and workouts are tied to the CD-ROM, which additionally presents colour instance photos, pattern versions, modeling templates, textures, lesson plans, and correct animation videos that let you commence modeling and animating straight away!

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Fig. 2-40 Step 36. Completing the hooves by beveling the polygons down and out. Fig. 2-41 Step 37. Shaping the front legs in subdivision mode. Fig. 2-42 Step 38. The back legs are modeled in a similar manner as the front ones. 37 Step 39. Step 4 1 . Split and merge polygons at the butt so that you have a smaller polygon for beveling out the tail. Make sure no polygons have more than four sides (Figure 2-43). Bevel the tail polygon back again. Shift: 28 cm Inset: 0 Bevel the tail polygon once again.

1-57 Step 2. Beveling back the first section. 18 Fig. 1-58 Step 3. The third section is beveled back. Step 4. 5 cm Edges: Inner Fig. 1-59 Step 4. Beveling out the fourth section. Step 5. Bevel the back polygon straight with the following settings (Figure 1-60): Step 7. Bevel the back polygon in with the following settings (Figure 1-62): Fig. 1 -60 Step 5. The rear polygon is beveled straight back. Step 6. 5 cm Inset: 17 cm Edges: Inner Fig. 1 -61 Step 6. Beveling the bottom polygon down and in.

Both side polygons are beveled again to make the ears (arrows). Step 12. Refine the shape of the head in subdivision mode. Select the two polygons on both sides of the head and bevel them out (Figure 2-16). Shift: 3 cm Inset: 2 cm Step 14. Bevel the two selected ear polygons again to make the tip of the ear (Figure 2-18). Shift: 5 cm Inset: 2 cm In subdivision mode, refine the shape of the ear. Fig. 2-16 Step 12. The two polygons on both sides of the head are beveled outward (arrows). 30 Fig. 2-18 Step 14.

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