NAMA :NABILAH BINTI SIHAR
ID :D20111047330
SUBJECT: MMG 3083 MODELLING.
MID TERM TEST.
1. Outline the
steps for preparing reference images for the task.
· Take
the image Front and the Right Side.
· Adjust
the image in the Adobe Photoshop. Make it same, the brightness of the image is
suitable.
· Put
the Front and the Right Side image in the Scene/3D Max Folder.
· Open
the 3D Max.
· Take
the Plane at the Standard Primitive
· Adjust
the Plane so that it can be same as the size of the image.
· Go
for Mapping enter the 'm' "Material Editor".
· Go
to Bitmap and take the image PNG, JPEG, TGA and many more.
· Adjust
the Image.
· Take
the Second Image
· Go
for Mapping enter the 'm' "Material Editor".
· Go
to Bitmap and take the image.
· Adjust
the Image so that it will be at the center of the first image and it has the
same.
2. 3 Methods:
- Polygon modeling
- NURBS or non-uniform rational B-spline
· Surface tool/editable
patch object.
In this modelling i use the Surface tool/editable patch object.
Adjust the Shape.
· Firstly
take the shape example for the head take the Sphere.
· Adjust,
the Sphere to take the same saiz as the image.
· Convert
the Shape to the Editable Poly.
· For
the eye take the cut from the Editable Poly to add the line.
· Take
the extrude and adjust the eye. So, that the eyes can be in.
· The same as the leg. take the shape and then adjust the shape by using Editable Poly.
· I use The "bevel" and the "extrude" to make pull the shape. Example for the fingers, i take the cone shape and the i click at the "Insert" to make the suface smaller and then take the extrude.
· The same as the leg. take the shape and then adjust the shape by using Editable Poly.
· I use The "bevel" and the "extrude" to make pull the shape. Example for the fingers, i take the cone shape and the i click at the "Insert" to make the suface smaller and then take the extrude.
Mirror.
· After
finish all that, the other part of the hand, legs and feet that we do not
finish .
· we
just take the mirror and mirror it.
3.
Textures:
We can use the UVW MAPPING, UNWRAP UVW.
· Click
on the Object that we want to mapping.
· Enter
the button 'm' Material Editor
· and
then go to the diffuse
· click
on the "Bitmap"
· take
the image at the scene PNG, JPG or TAGA
· Select
the "Select Mesh" entry from they "Modifier List" in the
"Modify Tab". Select the polygons "by Material"
· Select
the "UVW Map" entry from the "Modifier List", align the
projector to selected polygons, resize the projector map by fitting it to the
selected polygons, and finally make sure that the project map size is a perfect
square in dimensions.
· Select
the "Unwrap Map" entry from the "Modifier List", click on
"Edit" to open the "Edit UVW Window".
· Open
the "Material Editor", select material ID for the texture, and locate
the texture that you have for it.
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