为图片建模
Section outline
-
Modeling a picture
::模拟一个图片Ever seen an awesome looking picture you wanted to turn into a 3D model? Like a logo or a symbol? Well, it's actually pretty easy... it just takes some time to do.
::曾经看到一个看起来很棒的图片你想变成一个3D模型?像一个标志或象征?,它实际上很容易...它只是需要一些时间来做.-
First off, you're going to need a picture to trace. I'm currently doing a project for a friend to do with devils and demons, so I chose a demonic looking face for this tutorial:
Demonic Face
::首先,你需要一个图片来追踪. 我目前正在为朋友做一个与魔鬼和恶魔有关的项目,所以我选择了一个看起来像魔鬼的脸来做这个教程:魔鬼脸
-
Now open Blender and start a new project. Delete the default cube. Before you start tracing the face, you need to set the face as the background image. To do this, click 'view', then 'Background Image'. A box should pop up with only one button in it (Use Background Image), click it. Now some settings appear, we're only interested in one of them for this tutorial. Click the small button with a picture of a miniature folder on it (it looks kind of like a feather pen). It's the first one under the
Use Background Image
button. From there, select the picture you want to trace. Like this:
Background Selection
::现在打开Blender并开始一个新项目. 删除默认的立方体. 在开始跟踪脸之前,您需要将脸作为背景图像. 要做到这一点,点击'view',然后'Background Image'. 应该弹出一个盒子,其中只有一个按 (使用背景图像),点击它. 现在出现了一些设置,我们只对其中一个感兴趣. 点击小按,上面有一个迷你文件的图片 (看起来像羽毛笔). 这是使用背景图片按下的第一个. 从那里选择您想要跟踪的图片. 如下: 背景选择
-
OK, now for the long part. Zoom in to the new background image just a little bit. Now, add a Bézier curve, and size it down a little. Hit
F9
and, in
Curve Tools
, find and click the
Poly
button. Now there should be a few more vertices to work with and the curve should be just a bunch of joined lines. Select one point at a time and using the
GKEY
move it to a point along the background image(or face in this case). Do the same for all of the rest of the vertices, making sure you only have one vertex selected at a time or you'll move more than just the vertex you want to. Once this is done, select one of the end vertices of the curve (it doesn't matter which end) and use
SHIFT+DKEY
to copy that vertex. Move the newly copied vertex to a point along the edge of the face a small ways away from the vertex you copied it from. Continue doing this until you have a complete outline (of the whole face or just one part, like the ear). Here's what it should look like (I did the left ear):
Tracing
. You can't see it in the picture, but six of the points on the right side of the ear are connected, while the rest aren't. In order to get the effect we're looking for here, we need to connect all of the points around the edge to make an outline (make sure not to connect the points across the picture or you'll have a messed up outline).
::现在,长部分. 缩小到新的背景图像一点. 现在,添加一个贝齐尔曲线,并缩小它一点. 按F9,在曲线工具中,找到并点击Poly按. 现在应该有几个顶点来处理,曲线应该只是一堆连接的线条. 一次选择一个点,然后使用GKEY将其移动到背景图像的某个点 ((或面在这种情况下). 同样做所有其余的顶点,确保你只选择一个顶点,否则你会移动不仅仅是你想要的顶点. 完成后,选择曲线的某个终点 (不管是哪个终点) 并使用SHIFTDKEY+复制该顶点. 将新连接的顶点移动到沿着顶点边缘的一点,远离
(user note: hitting CTRL-LMB instead of SHIFT-DKEY will add a vertex that is already connected.)
:用户注意:按CTRL-LMB而不是SHIFT-DKEY将添加已经连接的顶点.
-
To get the outline for the whole face, just do exactly the same thing around all of the edges. We still have a problem though: most of the points aren't joined by a line, so all we have is a bunch of dots. This is easily solvable. Using the
BKEY
or the right click of the mouse, we select a bunch of vertices at a time (somewhere between 5 and 10), and hit the
FKEY
a few times. Every time you hit the
FKEY
it should connect two of the points. Do this until all of the selected points are connected, then deselect them and select another group and use
FKEY
to join them. Keep doing this until all of your points are connected. To connect the last two points, select all the points and press the
CKEY
, to close the polygon.
::为了得到整个面的轮,只要在所有边缘做完全相同的事情.我们仍然有一个问题:大多数点没有连接一条线,所以我们只有一堆点.这很容易解决.使用BKEY或鼠标的右键,我们一次选择一堆顶点 (在5到10之间),然后几次按FKEY.每次按FKEY时,它应该连接两个点.这样做直到所有选定的点连接起来,然后取消选择它们并选择另一个组并使用FKEY连接它们.继续这样做直到所有点连接起来.连接最后两个点,选择所有点并按CKEY,关闭多边形.
[edit: A better option would be to select a vertex on one of the ends of the whole line, hold down the CTRL and left-click on a certain point on the image. This will create a new vertex, immediately connected to the vertex you selected.]
::[编辑:更好的选择是选择整个行末端的一个顶点,按住CTRL键,然后左键单击图像中的某个点. 这将创建一个新的顶点,与您选择的顶点立即连接. ]-
Now that we've got the entire face traced (or outlined if you want to call it that), we can make it 3D. Hit
F9
again and find the Ext1 and Ext2 properties, shown here:
Ext1 & Ext2
. Change the values and see what happens. They correspond to the depth of the outline. Try changing them around until you find what looks good. Now, you'll notice that the lines just stick out straight. I'm still investigating how to actually model a head from the outlined face ... so if anyone has any ideas, feel free to add them to this page.
::现在我们已经把整个面部绘制出来了 (或者如果你想把它叫做轮),我们可以把它变成3D. 再按F9找出Ext1和Ext2的属性,如下图:Ext1和Ext2. 改变值,看看会发生什么.它们与轮的深度相对应. 试着改变它们,直到你找到看起来很好的东西. 现在,你会注意到线条只是直立出来. 我还在研究如何从轮面部中实际建模一个头部......所以如果有人有任何想法,请随时添加到这个页面上.
-
In order to make it have depth you should make the outline out of mesh points instead of a curve. Add a primitive mesh and delete all the vertices in edit mode, then ctrl click to all point outline. Add depth to the surface in a side view (split views so you can see what you're moving). It helps to have 2 or more reference images, but you can wing it. Usually the final result has to be subsurfed.
::为了使它有深度,你应该把轮从网点而不是曲线中制成.添加原始网格并删除编辑模式中的所有顶点,然后点击ctrl到所有点轮.在侧视图中添加表面的深度 (分割视图,这样你可以看到你在移动).有助于有2个或更多的参考图像,但你可以把它翼化.通常最终的结果必须被覆盖.
(USER EDIT: I accidentally started it with mesh instead of curve. You can do the same thing with extrude, but I have no idea how to go on after that) (USER EDIT LATER: If you subsurf it, it creates a relatively 3D looking image. Its really cool)
::现在,我可以使用一个模块,它可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上,我可以在我的手上(Another user, even later: If you want to turn your curve into a mesh, hit Alt-C while in Object Mode. Note that this is NOT reversible.)
::另一个用户,甚至是后来:如果您想将曲线变成网格,请在对象模式中按 Alt-C. 请注意,这不是可逆的.(user edit: You can delete one vertex of a plane, in order to get a line. You may find easier to outline the picture extruding and moving points of the line you created.)
:用户编辑:你可以删除平面的一个顶点,以获得一条线.你可能会发现更容易概述图像挤出和移动点的线你创建的.)
(user edit: you can use this tracing technique to make solid and symmetric models, else, you would really have to use normal modelling)
::您可以使用这种追踪技术来制造固体和对称模型,否则,您将不得不使用正常建模.Printing a Rendered Image
::打印一个染图像Render your image. Exit or minimize the "Blender:Render" window. In blender, go to File -> Save Image... Then save your image. Then you can print it as you would print any other picture, using The Gimp, Paint, Microsoft's Photo Editor, or many others.
::染图像. 退出或缩小"混合器:染"窗口. 在混合器中,进入文件 -> 保存图像... 然后保存图像. 然后你可以打印它,就像你打印任何其他图像一样,使用Gimp,Paint,微软的照片编辑器,或许多其他.
-
First off, you're going to need a picture to trace. I'm currently doing a project for a friend to do with devils and demons, so I chose a demonic looking face for this tutorial:
Demonic Face