您还没有登陆到CGPAD.COM   现在登录   注册新用户
搜索 CGPAD.COM
 
 
 
 浏览论坛    搜索论坛    规章制度    帮助  
社区成员: 23572   主题总数: 1375   回复总数: 3307   帖子总数: 4682   论坛跳转:  

Autodesk Maya

 
 
论坛 三维建模与渲染软件 Autodesk Maya (影视制作利器) 本版斑竹:招募中...
 
   帖子列表  原创作品  
 
发表新主题
帖子搜索:  
 
用Maya建模一双脚
查看:1586  |  回复:0  |  创建:2009-02-02 19:04:51
 
SPAN (张友邦)
注册: 2008-04-24
积分: 12335 分
等级:
尘世如潮人如水 只叹江湖几人回



I won't explain every detail in the beginning, you can get to the state in the next image several different ways. For example like this: polygonal box modeling. (This isn't meant to be a step-by-step cloning; it's more of a general workflow thing.)



This is the model I started with for this session - a simple model several years old that I'd previously used as the 0-level of a hierarchical SubD surface. But I wanted to rebuild it without the hierarchy (mainly because I plan to render it in Renderman one day).



The smoothed or Subdivided version: 



Say we're going for realism. Well in that case this isn't working. It needs more detail, and for that we need reference. Also, the topology is bad. (I could make it better without reference, but I knew I'd need it before the end so I made it the first order of business.) 

The best reference is without a doubt the actual human body, and I did use my own foot to some extent, but good photographs do have certain advantages over the living body (like for instance, my foot is really ugly). I used reference images from Peter Levius great site www.3d.sk - I found about 4 different women's feet there, from several angles, quite close up, flat on the floor, which was exactly what I needed. (I can't show all of them, for copyright reasons.)







To those who doubt the usefulness of a traditional art education to a 3d modeler, I hope the following may help to sway your opinion a little. First I sketched the major shapes I could see, then I sketched a preliminary topology. There's also a cross-section showing the spacing of vertical edges around the back of the ankle.



From here I started adding and deleting edges to the old model. On the left, the red lines indicate edges being added, and on the right, the highlighted edges are about to be deleted.



At this stage I felt dissatisfied with the SubD version of the foot - it was still too smooth, and lacked detail. 

One of the most obvious characteristics of the foot is it has much more detail than many other parts of the body. The contrast is especially apparent on women. It's also true of course for hands, knees, elbows and central/lower front of throat etc, though usually less so. 
So I went back to the reference and did another round of sketches. On the left I've highlighted 'knobs' of bone and muscle that are visible most of the time, on most feet. On the right I've underlined the drooping shape of the ankle bone. Another thing I noted, which was unexpected, is that on some women the first knuckle of the index-toe - it's 'base' - is lower than that of the little toe. 



With those knobs added: 



Select these edges, then do a Subdiv Surface > Full Crease.






A lot of people seem to think that polygons with 3 or 5 sides are bad when converted into SubD's, especially in other packages but also in Maya. I've never seen any other valid reason given (for Maya) than that it makes the file slower and heavier, and creates bumps where you might want smoothness. (Oh, and that MR can't render non-quads yet.) Perhaps there's also a sense that it takes a lot of effort and patience and some skill to keep it all quads, and the resulting mesh has a more pleasing 'clean' look to it. 
But personally I've never noticed any slow-down. As you can see above I've integrated triangles and 5-sides into my modeling method. It's a very easy way to add bumps and discontinuities, and not having to worry about edgeloops is a relief and a timesaver, and keeps the polygonal model slightly lighter. It also works fine with deformations; here's a rigged foot bending: 



The UV's (I know not very clean), and the texture maps: color, spec, bump. 










Another rendering. This is rendered in the default Maya renderer, using depth-mapped spotlights, and my skin shader which you can read about in my skin shading tutorial. 






删除
 
编辑
 
标签:
 
附件:请登陆后查看附件内容!
 
声明:CGPAD文章版权属于作者,受法律保护。没有作者书面许可不得转载。
 
没有任何评论
 
 
版权所有 © 2005-2008 CGPAD.COM,湘ICP备07500998号,兼容浏览器:IE6IE7FireFoxOperaSafariChrome
Total Requests: 5277405, Total Visits: 3086119, Processing Time: 32ms,