23rd December 2005, 20:08
|
#2 (permalink)
|
| Always learning new stuff
Join Date: Jul 2002 Location: Merignac, France
Posts: 11,315
| | First part: Preparation. | | | As explained in the introduction, the modeling won't be done here. Open a character like the one below, modeled in Carrara vertex modeler or Hexagon (simple Box modeled character). For this exercise, choose/create a simple character, that doesn’t have a lot of polygons, it will be easier. You will see later that more vertices you have the more operations you will have to perform. | | |
| | | | However some remarks about the modeling of animated characters: it will be deformed by bones so you have to take greater care of it in your modeling, around the deformation parts. Refine them a little bit more then the other parts of the body, like on the knees, elbows, to let them be deformable in a smooth way. On the screen captures below, surrounded by the red circles, some parts where the deformations will be apply. | | |
| | | If the model is imported from another software, the model should be unsmooth. Go to the modeling room, select all polygons (CTRL/Command+A) and in the Model menu, choose "Smooth edges" and validate (don't change the default values) | | |
| | | | Now, in the property panel, Model tab, check the Smooth radio button, enter "0" for the "Modeling" value and "2" for the "Rendering" value. Like this, the 3D display will be faster and when the render will be generated, the result will be smooth. |
Last edited by Thomas; 22nd July 2008 at 11:43.
|
| |