ANG JIEH SHIR D 20111047306
1. Outline
the steps for preparing reference images for the task.
First, get a front, back,
and side view for your 3D model.
Edit your reference in
photoshop, adjust the exposure, so that the white background of your images are
darker.
Then, make sure the
reference are in the same size and height.
Save the front, back, side
view separately in the images folder in your 3ds Max project later on when the
project is created.
2. 3
methods of modeling.
Create an object in standard
primitives.
Convert it to editable poly.
Editable poly > polygon
Select half of your object
and delete it.
Modifier list > symmetry.
Again in the modifier list
> FFD 4x4 > control points.
Move the control points
around to do the modeling.
3. Map
textures.
Material
editor mapping:
I
apply this mapping on the arms, lower body, hair, and ribbon.
Select
objects you desire to texture, open the material editor panel(M). Click on the
default sphere in the material editor > diffuse > then select any
colour> assign it to the object.
Unwrap
UVW :
I
apply this mapping on the robot eyes and body.
At
the modifier list > “unwrap UVW” > “face” > “open UV editor” > “mapping”
> “unfold”.
When
you see the unfolded object, select the faces you want to separate, break it.
At
the selection panel > pick texture > choose the texture saved in the
images folder.
When
the texture appear in the panel, move the break part to your desire texture.
Open
the material editor (M), > map > (none) at the diffuse list > bitmap
> select the same texture used in the UVW > assign it to the object.
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