Add the expression
First of all, do the expression in the animation. Firstly, copy the model to the blank areas, and begin to do the expression.
(1) In perspective select the head model, and then open the modifier list, choose the morpher, and then put the morpher under the skin modifier.
(2) Modify the parameters in the channel list, check automatically reload targets, choose the targeting models in the perspective and then find the editable poly to modify the vertex.
(3) Select the soft selection, check use soft selection and set the parameters
(4) Produce the required expression through adjusting the point position.
(5) Use the same method to do the expression for different models, each model is
only one expression. When produce the animation, it can be picked up the expression from the model.
2010年3月4日星期四
week6
Scene model
In create panel, select Geometry, create a box ,set up the length and breadth of the line number, choose the object and right-click, convert to Editable Mesh. Through adjust the points, lines and surfaces to make model. Most of furniture in the scene are creating box, add a point, line and surface, extrude or delete and then adjust point, line and plane.
Scene lighting design:
To demonstrate the effect of the scene is cartoon design, so the majority of lighting selection Omni lights in the scene and then put these lights in different locations to create different effects.
Skin:
In create panel, select systems, click Biped (create bone) in object type and then binding the bones. Added to the model in skin in the modify panel. In the parameters, click the Add, add all the bones, and click on Edit Envelopes started skinning. Check the vertices chosen weight tool, set the weight values. After finished the skin model, make a few of basic action. Check whether there is not a good place to adjust. And then continue to adjust the weights values.

In create panel, select Geometry, create a box ,set up the length and breadth of the line number, choose the object and right-click, convert to Editable Mesh. Through adjust the points, lines and surfaces to make model. Most of furniture in the scene are creating box, add a point, line and surface, extrude or delete and then adjust point, line and plane.
Scene lighting design:
To demonstrate the effect of the scene is cartoon design, so the majority of lighting selection Omni lights in the scene and then put these lights in different locations to create different effects.
Skin:
In create panel, select systems, click Biped (create bone) in object type and then binding the bones. Added to the model in skin in the modify panel. In the parameters, click the Add, add all the bones, and click on Edit Envelopes started skinning. Check the vertices chosen weight tool, set the weight values. After finished the skin model, make a few of basic action. Check whether there is not a good place to adjust. And then continue to adjust the weights values.

2010年3月3日星期三
The two boys' model
2010年2月27日星期六
Create the clothes, Expand UV ,Add the map
Clothing design is relatively simple, because the clothes are all close, so it can be produced based on the model.
(1) Select plane which is the T-shirt covering the body, and then use the Detach command, use the clone to detach the cloth and body model. Select clothes, changes color, then use the zoom tool to change the clothes bigger.
(2) Use the cut tools add structure line in the clothes, adjusting points to modify the shape of clothes. After that I used the same method to make pants and shoes.
(3) After finish creates, I began to adjust the model. Delete the reference map, modify the character. Adjust the model according to my own ideas. Adding lines or delete lines to adjust the model until achieve their desired effect.

(1) Select plane which is the T-shirt covering the body, and then use the Detach command, use the clone to detach the cloth and body model. Select clothes, changes color, then use the zoom tool to change the clothes bigger.
(2) Use the cut tools add structure line in the clothes, adjusting points to modify the shape of clothes. After that I used the same method to make pants and shoes.
(3) After finish creates, I began to adjust the model. Delete the reference map, modify the character. Adjust the model according to my own ideas. Adding lines or delete lines to adjust the model until achieve their desired effect.

Expand UV
Select the object which is needed to expand UV. In the modify list to add Unwarp UVW, Click Edited in the parameters, and then adjust the UVW map. Then open the Photoshop to drawing the map.
Select the object which is needed to expand UV. In the modify list to add Unwarp UVW, Click Edited in the parameters, and then adjust the UVW map. Then open the Photoshop to drawing the map.
Add the map:
Select the object, press M key to open Material Editor, select the ball, in Blinn Basic parameters, click the little box behind the Diffuse, select Bitmap and add material to the object.
After completed the model, began to do others model. It can change the first model to get it. Adjust the point, line and surface. Or increase point, line and surface to adjust the model. The most different parts are the texture and clothing, but the production method is the same.
Select the object, press M key to open Material Editor, select the ball, in Blinn Basic parameters, click the little box behind the Diffuse, select Bitmap and add material to the object.
After completed the model, began to do others model. It can change the first model to get it. Adjust the point, line and surface. Or increase point, line and surface to adjust the model. The most different parts are the texture and clothing, but the production method is the same.

2010年2月24日星期三
Creating Hands:
Firstly, create a cylinder, then increase the segments and also adjust the point position. Adjust the location of point according to reference map to. And then copy the fingers. Adjust the location of the length of each finger. Create a box, adjust the size, and increase the number of segments. I will accord with the reference map to display the box. And then link your fingers. Choose the bottom edge of the fingers. Choose the bridge edges to link each finger. Adjust the location of the points. And then will combined box and fingers, select attach. And then select the target weld to weld the points together. To adjustment every point of the hand, delete redundant points. Finally add a modifier Meshsmooth, the hand model has become more smooth.
After complete of the model needed to connect each part and then delete useless side. Another is the most difficult thing is to modify the model. Because this reference map is more anthropomorphic, and I want create cartoon-style, so there are many areas need to change. Reference map is used to make the outline of the human body model, after that it necessary modify it according with my own ideas. So I spent a lot of time to change the model to make it smoother.



After complete of the model needed to connect each part and then delete useless side. Another is the most difficult thing is to modify the model. Because this reference map is more anthropomorphic, and I want create cartoon-style, so there are many areas need to change. Reference map is used to make the outline of the human body model, after that it necessary modify it according with my own ideas. So I spent a lot of time to change the model to make it smoother.



2010年2月22日星期一
week5
Produce the hair:
Create a sphere, adjust the parameters values, Transform into Edit Poly, delete superfluous points and then adjust the point position. Through extrude and cut method to build the hair model. Finally mortify the model’s shape.




(10) Produce the body models. The main body model is used the box to create. First, create a box, and then copy the box. Delete the bottom and top face. Select attach key, to merge the two boxes. Select the box to combine these two boxes. Select the two edges which are want to combine them. Use the bridge approach to merge the two boxes. Adjust the location of the point according to the reference map. Use the same method to connect the following four boxes. Finally adjust the point of the model, make the whole body shape same with the reference map.

2010年2月19日星期五
week4
Create model:
Before do the animation the create model is the most important part. There are three models in my work. One is a woman's model and the others are two little boys. However, these three models have a common is that they are simple low-side model. Therefore, the proportion and composition of their body are the same. It is only used the reference map to complete outline of the model, and then modify the details. It can be turned into three different models. This low side and the cartoon-style model is the simple model. The biggest differences of these three models are the eyes, mouth, hair, clothes. These parts can change after finish the model in general.
Firstly I will introduce the production process of the model. The model’s style is Cartoon style, so it does not the same as the game character. I want to use the reference map to make models. Using reference map to create the outline of the model and then according of my own ideas to modify the model, such as exaggerate the eyes, mouth and head. So the reference map is only used to make outline of the models.
The method of create model:
(1) Import the body reference map

(2) Create the head model. According to reference map, select the plane and create the model accordance with reference map in the former view. Then go to modify, changes in the parameters values.
(3) Create the model of nose. In the left view make a plane and adjustment it to a good location. Then convert to Edit Poly. Select points to adjust.





(8) Click the Right key on Sphere convert to Edit poly, select the excess part of the graph, delete it. Then used the attach command to put the face and head together .Then adjust the point position.
Before do the animation the create model is the most important part. There are three models in my work. One is a woman's model and the others are two little boys. However, these three models have a common is that they are simple low-side model. Therefore, the proportion and composition of their body are the same. It is only used the reference map to complete outline of the model, and then modify the details. It can be turned into three different models. This low side and the cartoon-style model is the simple model. The biggest differences of these three models are the eyes, mouth, hair, clothes. These parts can change after finish the model in general.
Firstly I will introduce the production process of the model. The model’s style is Cartoon style, so it does not the same as the game character. I want to use the reference map to make models. Using reference map to create the outline of the model and then according of my own ideas to modify the model, such as exaggerate the eyes, mouth and head. So the reference map is only used to make outline of the models.
The method of create model:
(1) Import the body reference map

(2) Create the head model. According to reference map, select the plane and create the model accordance with reference map in the former view. Then go to modify, changes in the parameters values.
(3) Create the model of nose. In the left view make a plane and adjustment it to a good location. Then convert to Edit Poly. Select points to adjust.


(4) Hold down the shift, Copy and extrude the plane and then Adjust the position of point
(5) Repeat the same method to produce the nose section, after finished creates the nose. Adjust the location of the point.
(6) The established of eyes. I hope the character eyes can be more exaggerated. Therefore, when produce the eyes. I just use the reference map to do the outline of the eyes model. And then follow my own ideas to modify the model eye. First click the sphere, while copy it, according to reference map to put them.Select Tube button, set up in the top view, used it as supporting of mouth model. According to the reference map’s shape to modify or cut the outline of the model.

(5) Repeat the same method to produce the nose section, after finished creates the nose. Adjust the location of the point.
(6) The established of eyes. I hope the character eyes can be more exaggerated. Therefore, when produce the eyes. I just use the reference map to do the outline of the eyes model. And then follow my own ideas to modify the model eye. First click the sphere, while copy it, according to reference map to put them.Select Tube button, set up in the top view, used it as supporting of mouth model. According to the reference map’s shape to modify or cut the outline of the model.



(7) The production method of ears is the same with nose. It is mainly used the Plane to produce, and then attach with all the plane.

(8) Click the Right key on Sphere convert to Edit poly, select the excess part of the graph, delete it. Then used the attach command to put the face and head together .Then adjust the point position.
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