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Title: The Foundry – Subdivision Surface Modeling in MODO r2

Info:

This video tutorial from Andy Brown is all about how to approach the modeling of hard surface (vs. organic) model with multiple interlocking parts. When approaching any kind of complex model it is best to have a plan or methodology that will allow you to complete the project in an efficient and controlled manner. In this video album we show you how to develop and apply such a plan as you tackle modeling a high-resolution game or film asset. The video is for anyone wanting to understand the fundamentals of modeling with Subdivision surfaces. We start by exploring efficient ways of creating initial stand-in geometry, which will not only be an invaluable tool for testing the design of the object, but will also act as a starting point for the final model and other people in the production pipeline.

We then explore the decision-making processes involved in tool section and workflow as we construct part of a “mech” using Subdivision surfaces. We then use basic animation rigging in MODO to make sure the model has adequate clearances for someone else to animate.

This is an updated version of the original subdivision surface training from Luxology and Andy Brown.

标题︰ 铸造 — — 细分曲面造型 MODO r2 中

信息︰

本视频教程从安迪 • 布朗是如何处理多个联锁部分硬表面 (与有机) 模型的建模。接近任何一种复杂的模型时,最好要有一个计划或将允许您控制有效地完成这项工程的方法。在此视频专辑我们向您展示如何开发和应用这一计划为你解决建模高分辨率的游戏或电影资产。视频是为任何人想要了解与细分曲面建模的基础。我们开始通过探索创建初始替身几何,这将不仅被测试对象的设计的宝贵工具,但也将作为最终的模型和其他人在生产管道起点行为的有效途径。

然后,我们探索了决策过程涉及在工具条和工作流,当我们建造使用细分曲面"机械"的一部分。我们然后使用基本的动画在 MODO 索具确保该模型具有足够的间隙,为别人进行动画处理。

这是原始的细分表面培训从款和安迪 • 布朗的更新的版本。