基于2D图像创建武器
Section outline
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Alright, this is my first tutorial here, I made this a while back, but hopefully it will be a good addition to this Wikibook. It was originally made for a game called Fable - The Lost Chapters , but I think it is worthy of another place in the world. Please note that this is a WIP and will be updated time to time.
::,这是我第一次的教程,我在不久前做了这个,但希望它能成为这个Wikibook的好补充.它最初是为一个名为Fable - The Lost Chapters的游戏而制作的,但我认为它值得在世界上其他地方使用.请注意,这是一个WIP,并将不时更新.Modeling Technique 1
::模拟技术1Modeling Technique 1 Part 1 Video
::模拟技术第一部分1视频Part 1:
::第1部分:-
After emptying the screen, go to view and click background image, load, then choose a picture of the weapon you want
::后, 扫描屏幕, 进入视图, 点击背景图像, 载入, 然后选择图片的武器你想要 -
Go to top view and add a square, then delete two of the vertices and place one of the remaining on a point on the picture, and the other out of the way.
::移动至顶部视图,添加一个方形,然后删除两个顶点, -
Select both vertices and subdivide.
::选择两个顶点并进行分类. -
Move the generated point to the next good-looking spot on the picture
::移动生成点到图片上的下一个好看的地方 -
With that selected still, select the outside vertex also, and subdivide.
::选择外顶,然后再进行分类.
(Note: A much easier way is to select one vertex, move it to where you want it, select the other vertex, move it to the next spot, then extrude the second vertex to the next point, rinse and repeat. This requires a lot less effort.) Another guy's note: For an easier way, just click CTRL+LMB where you want the next point to appear.
:注意:一个更简单的方法是选择一个顶点,将其移到你想要的地方,选择另一个顶点,将其移到下一个位置,然后将第二个顶点挤出到下一个点,冲洗并重复. 这需要更少的努力.) 另一个人的注意:为了更简单的方式,只需点击CTRL+LMB,你希望下一个点出现.
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Continue until you are on your third to last one, then select your outside vertex and move it where you would move the next vertex.
::然后选择你的外顶, 并将其移动到你将移动下一个顶点的地方. -
Select the first and last vertices and go to mesh>>make edge/face
::选择第一个和最后一个顶点,然后去网格> 制作边缘/面部 -
Extrude to half your preferred thickness, then extrude the rest of the way.
::挤出到你喜欢的一半厚度,然后挤出剩下的路. -
Select the center vertices on the blade, and scale up.
::选择刀片上的中心顶点,并缩放.
Modeling Technique 1 Part 2
::模拟技术1第二部分Part 2:
::第二部分:cont.)
::没有.-
Then move vertices to your liking.
::然后按照自己的喜好移动顶点. -
Select the vertices of the handle, go to mesh>>vertices>>separate.
::选择的顶点,进入网格>顶点>分离. -
Add a modifier, choose subSurf, turn up the level until it looks close to what you want without too many vertices. Click apply next to the modifier.
::在修改器旁单击应用. 添加修改器,选择SubSurf, 升级到接近你想要的水平, 没有太多的顶点. -
Modify vertices (using proportional edit helps) to your liking.
::根据自己的喜好修改顶点 (使用比例编辑帮助). -
Go to object mode, and turn off double-sided on any meshes that are.
::关闭任何双面网格的双面网格. -
If black appears on any parts of the mesh, highlight it, go to edit mode, select all vertices, go to mesh>>normals>>recalculate outside.
::如果黑色显示在网格的任何部分, 突出显示, 进入编辑模式, 选择所有顶点, 进入网格>正常>重新计算. -
If there is still black, select those faces and go to mesh>>normals>>flip.
::如果还有一些黑色, 选择这些面孔, 进入网格>正常>翻转. -
If there is still black, then you are missing a piece of mesh. Highlight the vertices around the hole, go to mesh>>vertices>>fill.
::需要在洞周围的顶点上亮点,然后进入网>>顶点>>填充. -
If black did not appear, then select everything (in object mode) and go to object>>join objects and say yes.
::如果黑色不出现,请选择所有 (在对象模式下) 并进入对象>加入对象并说是.
Modeling Technique 2
::模拟技术2Video Here Download it for high quality.
::视频 在这里Blade:
::刀片:-
Select all with the 'A' key, and delete everything.
::选择所有与"A"键,并删除一切. -
Go to view and choose background image >> use background image >>load and pick the sword you'll be doing.
::选择背景图像>使用背景图像>加载,然后选择你要使用的剑. -
Close the dialog after you see it in the background (you can change the brightness of it by changing the 'blend' option)
::关闭对话框后,你看到它在背景 (你可以通过改变'混合'选项来改变它的亮度) -
Make a bezier circle by pressing spacebar and going to add>>bezier>>bezier circle.
::通过按空格,并将"加"的"贝齐尔"圆圈, 创建一个贝齐尔圆圈. -
put a bar at each main point of your weapon (anywhere the curve changes direction)
::在你的武器的每个主要点 (曲线改变方向的任何地方) 放置一个条
Bezier Controls
::贝齐尔控制-
Modify the bars until they match.
::修改条形,直到它们匹配. -
You might want to go into wireframe view.
::你可能想进入线框视图. -
Go down and turn up the bevel depth a little, to give it some sharpness.
::让它变得更加利. -
To lower the poly count you should turn down the DefResolIU number.
::为了降低多元数,你应该把 DefResolU 号码降低. -
Go back to object mode, hit spacebar, go to object>>convert object type>>to mesh.
::返回对象模式,按空格,进入对象>转换对象类型>到网格. -
Modify vertices to your liking.
::根据自己的喜好修改顶点.
For the handle:
::对于手柄:-
Do steps 1-7.
::执行第1至第7步. -
Turn up the bevel resolution, to give it some roundness.
::提高形分辨率,使它变得更加圆. -
Repeat steps 8-10
::重复第8至10步
For That one thing (see video):
::对于这件事 (见视频):Just watch the video, but here is a summary.
::只是看一下视频,Extrude and flatten a circle, use proportional edit to make it easier on you when you curve the circle.
::通过比例编辑, 方便你在圆形上曲线.For hilt guard:
::对于手柄保护:-
Repeat steps 1-6
::重复第1至第6步 -
Add some extrusion.
::加入一些挤出. -
Repeat steps 8-10.
::重复第8至10步.
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After emptying the screen, go to view and click background image, load, then choose a picture of the weapon you want