Ukulinganisa imoto kuma-3ds Max

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I-3ds Max uhlelo olusetshenziselwa imisebenzi eminingi yokudala. Ngayo, zombili izinto ezibonakalayo zezinto zokwakha, kanye namakhathuni namavidiyo opopayi, kuyenziwa. Ngaphezu kwalokho, i-3D Max ikuvumela ukuthi wenze imodeli enezici ezintathu cishe noma ikuphi ukubumbana nezinga lemininingwane.

Ochwepheshe abaningi ababambe iqhaza kwimidwebo enezinhlangothi ezintathu, bakha amamodeli anembile ezimoto. Lona umsebenzi othokozisayo, ongathi, ngendlela, ongakusiza wenze imali. Amamodeli wemoto owenziwe ngokufanele ayadingeka phakathi kwezimboni zezinkampani zembonakalo yevidiyo.

Kulesi sihloko sizokwazana nenqubo yokumodela imoto kuma-3ds Max.

Landa inguqulo yakamuva ye-3ds Max

Imodeli yemoto kuma-3ds Max

Ukulungiselela izinto ezibonakalayo

Imininingwane ewusizo: Ama-Hotkeys kuma-3ds Max

Unqume ukuthi iyiphi imoto ofuna ukuyilingisa. Ukwenza imodeli yakho isondele ngangokunokwenzeka kokwangempela, thola kwimidwebo eqondile ye-Intanethi yemiklamo yemoto. Phezu kwabo uzobe ulingisa yonke imininingwane yemoto. Ngaphezu kwalokho, gcina izithombe eziningi zemininingwane yemoto ngangokunokwenzeka ukuze uqinisekise imodeli yakho nomthombo.

Qalisa i-3ds Max bese usetha imidwebo njengemuva lesikhathi sekulingisa. Dala into entsha kusihleli sendatshana bese unikezela umdwebo njengebalazwe lokuphikisa. Dweba into yePlanethi bese usebenzisa okuthile okusha kuyo.

Gcina umkhondo wezilinganiso nobukhulu bomdwebo. Ukufaniswa kwezinto kuhlale kwenziwa ngesilinganiso se-1: 1.

Ukulinganisa umzimba

Lapho udala umzimba wemoto, umsebenzi wakho oyinhloko ukukhipha imisebe ye-polygonal ekhombisa ingaphezulu lomzimba. Udinga kuphela ukulingisa isigamu sokudla noma kwesobunxele somzimba. Ngemuva kwalokho faka i-Symmetry modifier kuyo bese kuthi zombili izinqenqema zemoto zihambisane.

Ukwakha umzimba kulula ukuyiqala ngama-wheel arches. Thatha ithuluzi le-Cylinder bese ulidweba ukuze lilingane ne-arch yesondo langaphambili. Guqula into ibe i-Hordable Poly, bese usebenzisa umyalo “Faka”, dala ubuso bangaphakathi bese ususa amapholigoni angeziwe. Ngokwami ​​hlela amaphuzu aholela ngaphansi komdwebo. Umphumela kufanele ube njengasesikrinini.

Hlanganisa ama-arches entweni eyodwa usebenzisa ithuluzi elithi "Namathisela" bese uxhuma ubuso obuhlukile ngomyalo we "Bridge". Hambisa amaphuzu egridi ukuphinda iJiyomethri yemoto. Ukuqinisekisa ukuthi amaphuzu awafiki ngaphezu kwezindiza zawo, sebenzisa umhlahlandlela we- “Edge” kumenyu yemethingi ehlelayo.

Usebenzisa amathuluzi we- “Xhumanisa” nelithi “Swift loop”, sika igridi ukuze imiphetho yayo ibheke ukusikeka komnyango, okuyi-sill kanye nokungena komoya.

Khetha imiphetho eyeqile yegridi ephumayo bese uyikopisha ngokubamba ukhiye we-Shift. Ngale ndlela, kutholakala isandiso somzimba wemoto. Ubuso obunyakazayo namamaki wegridi ezindaweni ezihlukile kwakha ama-racks, hood, bumper nophahla lwemoto. Hlanganisa amaphuzu nomdwebo. Sebenzisa isilungisi seTurbosmooth ukushelela imede.

Futhi, kusetshenziswa amathuluzi wokumodela we-polygon, izingxenye ezibunjiwe zepulasitiki, izibuko ezingemuva kokubuka, izibambo zeminyango, amapayipi okuqothula kanye ne-radiator grill kwenziwa.

Lapho umzimba usukulungele ngokuphelele, mnikeze ukushuba nge-Shell modifier bese ulingisa ivolumu yangaphakathi ukuze imoto ingabonakali obala.

Amafasitela ezimoto adalwe kusetshenziswa ithuluzi le-Line. Amaphoyinti we-Nodal adinga ukuhlanganiswa nemiphetho yokuvula ngesandla futhi asebenzise i-Surface modifier.

Ngenxa yazo zonke izenzo ezenziwayo, kufanele uthole lo mzimba:

Okuningi mayelana nokumodelwa kwe-polygon: Unganciphisa kanjani inani lamapoligoni kuma-3ds Max

I-Headlight Modeling

Ukudalwa kwezibane zamakhanda kuqukethe izigaba ezimbili - ukumodela, ngqo, kwamadivayisi wokukhanyisa, indawo ebonakalayo yesibani sekhanda nengxenye yayo yangaphakathi. Usebenzisa umdwebo nezithombe zemoto, dala izibani usebenzisa i- "Hordable Poly" esekelwe kwisilinda.

Isendlalelo sekhanda sakhiwe kusetshenziswa ithuluzi lePlanethi, elihunyushwe kwigridi. Phula igridi ngethuluzi lokuXhuma bese uhambisa amachashazi ukuze akhe indawo. Ngokufanayo, dala ingaphakathi lesakhiwo sekhanda.

Amamodeli esondo

Ungaqala ukumodelisa isondo kusuka kudiski. Idalwe ngesisekelo sesilinda. Yinikeze inani lobuso obungu-40 bese uyiguqula ibe yi-polygon mesh. Ama-Wheel speaker azoklanywa kusuka kuma-polygons akha ikhava yesilinda. Sebenzisa umyalo we-extrude ukusula ngaphakathi kwe-disc.

Ngemuva kokudala i-mesh, nika i-Turbosmooth modifier entweni. Ngendlela efanayo, dala ingaphakathi le-disk ngamantongomane okhulayo.

Isondo lesondo lakhiwa ngokufana nediski. Okokuqala, futhi udinga ukwenza isilinda, kepha kuzoba nezingxenye eziyisishiyagalombili ezanele kuphela. Usebenzisa i-Insert command, dala indawo ngaphakathi kwethayi uyinike iTurbosmooth. Yibeke ngqo endaweni yediski.

Ngomqondo omkhulu, khombisa uhlelo lokuqopha ngaphakathi kwesondo. Ngokuthanda kwakho, ungakha ingaphakathi lemoto, izakhi zalo ezizobonakala ngamawindi.

Ekuphetheni

Ngokwevolumu yendatshana eyodwa, kunzima ukuchaza inqubo eyinkimbinkimbi yokwenza imodeli ye-polygonal yemoto, ngakho-ke, ekuphetheni, sethula imigomo eminingana ejwayelekile yokwakha imoto nezinto zayo.

1. Hlanganisa njalo ubuso eduze kwemiphetho yento ukuze iJiyomethri ingonakaliswa kangako ngenxa yokubusheleleka.

2. Ezintweni ezingaphansi kokubushelelezi, ungavumeli ama-polygons anamaphoyinti amahlanu noma ngaphezulu. Amapholigoni amathathu namaphuzu amane aselulwe kahle.

3. Lawula inani lamaphoyinti. Lapho usuqedile, sebenzisa umyalo we-Weld ukuze uwahlanganise.

4. Hlukana nezinto eziyinkimbinkimbi kakhulu ezingxenyeni ezimbalwa bese uzilinganisa ngokwahlukana.

5. Lapho unyakazisa amaphuzu ngaphakathi kobuso, sebenzisa i-Edge Guide.

Funda kuwebhusayithi yethu: Izinhlelo zokubonelela nge-3D

Ngakho-ke, ngokwejwayelekile, inqubo yokumodela imoto ibukeka. Qala ukuzijwayeza futhi uzobona ukuthi lo msebenzi ungajabulisa kanjani.

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