Blender Basics for Game Characters - 图文(8)
hotkeys you have learned throughout the chapter.
现在你将使用Blender默认的立方体使用前面学习的命令和快捷键创建一个简单的角色。 1. Move the mouse up to Blender’s File menu and open a new file. The hotkey for this command is Ctrl+N.
移动鼠标到Blender的文件(File)菜单打开一个新的文件。快捷键是Ctrl+N.
2. You should have a completely new file with the default cube in the center of the 3D view editor. Press the Tab key to put the cube into Edit mode.
现在你应该有一个完整的新文件里面带有默认的立方体,按TAB键进入到编辑模式。 3. With the cube in Edit mode, it will turn orange. This is because all the cube’s vertices are selected. Press the W key to open the Specials menu (Figure 2.14).This menu contains many functions that you will find useful as you model. For now, click the Subdivide option. This will automatically cut the cube horizontally and vertically each once.
在编辑模式,它将变成橙色。这是因为立方体所有的顶点都被选择了。按W键打开特别的菜单(见图2.14).这个菜单包含许多的对你建模有用的功能。现在点击Subdivide选项。它会自动的以水平和垂直将立方体切割。
Figure 2.14Specials menu 特别菜单
4. Press A to deselect all the vertices on the cube. Press 1 on the number pad to enter the Front view and 5 to turn Perspective off if necessary. You should see the 3D view’s grid if Perspective is turned off.
按键的A键取消所有的顶点选择。按数字键1到前视图和数字键5切换到透视图如有必要。你应该看到3D视图网格如果关闭了透视显示。
5. Press Z to view the object in wireframe view. This will let you select vertices in the back of the object from this view. Use B to box-select the vertices on the leftmost side of the cube (Figure 2.15). When you have them selected, press X to delete the vertices. Doing so will delete the entire left side of the cube.
按Z键切换到线框模式。这可以让在前视图选择物体后面的顶点。使用B键框选最左边的顶点,然后按X键删除这些顶点,这会删除立方体整个左边的顶点。
Figure 2.15 Box-selecting vertices 盒子选择顶点
6. Press Z to reenter Shaded mode and press Tab to go into Object mode. On the right side of the screen, select the Object Modifiers button in the Properties editor. From the drop-down menu, select the Mirror modifier. This will restore the left side of the cube by mirroring the cube along its x-axis.
按Z键返回到实体模式,按TAB键返回到物体模式。在右边的屏幕的属性编辑区选择Object Modifiers按钮,从下拉菜单选择Mirror修改器。这将通过X镜像恢复立方体左边。
7. Press Tab to reenter Edit mode. Orbit around the object so you can see the top two faces on the model. On the header of the 3D view, click the button for Face Select mode (Figure 2.16). Shift+RMB to select the top two faces.
按TAB键回到编辑模式。旋转视图,直到可以看到顶部的2个面。在3D视图的标题栏,点击面选择模式(见图2.16)。Shift+RMB选择顶部的2个面。
Figure 2.16 Polygon select button
8. Press G to activate the Transform tool. Press Z to constrain this transformation to the z-axis, and then pull the faces upward. Press A to deselect, and then perform the same operation on the bottom two faces of the cube, moving the bottom two faces downward.
按G键激活移动工具,按Z键约束在Z轴移动然后向上的面。按A取消选择,然后重复2次一样的动作,移动底部的2个面。
9. Select the top two faces again so the top and bottom faces are selected. In the Mirror modifier menu in the Properties editor, there is a checkbox called Clipping; click it. This will ensure that faces on the central axis do not separate or cross over.
再次选择顶部的2个面这样顶部和底部的面都被选择了。在属性窗口Mirror修改器菜单,勾选Clipping,确保面不会穿过轴。
10. Press S to scale the selected faces down. Now, use the Loop Cut tool (Ctrl+R) to make cuts and move edge loops so the model matches that shown in Figure 2.17. You can also move edges with Blender’s Edge Slide tool, which moves edges while keeping them consistent with the surrounding topology.
按S键向下缩放选择的面。现在,使用Loop Cut工具(Ctrl+R)完成后如图2.17.
Figure 2.17 Using Loop Cut
11. Select two faces on the bottom of the model and press E to extrude the faces to create legs. Continue extruding so there are at least three edge loops around the knees and you have a full leg (Figure 2.18).
选择底部的2个面按E键挤出面创建腿部。继续挤出至少3次作为膝盖你将创建了整个腿部(见图2.18)
Figure 2.18 Model with legs
12. Create a short downward extrusion. This will be the base for a foot. Select the edges at the bottom back of this extrusion and move them out along the y-axis to create a heel. Select the faces on the front of the foot base and extrude to create the basic form of the foot and toe. Move edges around to make the shape more interesting (Figure 2.19). 创建一个简短的向下挤压。这将是基于脚的选择的边缘在此挤出的底部背面和移动它们沿着y轴,以创建一个脚跟。选择在脚基部的前方的面和挤压来创建脚和脚趾的基本形式。移动边缘绕以使形状更有趣(图2.19 ) 。
Figure 2.19 Model with feet added
13. Select the face at the shoulder and extrude the forms of the arm and fingers. Move the edges and scale the extruded polygons along the y- and z-axes to create better shapes (Figure 2.20).
选择肩部的面和挤出手臂和手指形状。沿着Y和Z轴移动和缩放挤出的多边形创建更好的形状(见图2.20)。
Figure 2.20 Model with arms
Figure 2.21 Thumb modeling
14. Extrude the thumb shape from the row of polygons, as shown in Figure 2.21.
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