virtualenvironments2008.blogspot.com
Virtual Environments 2008: October 2009
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Tuesday, 13 October 2009. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ ja3dface.blogspot.com. Http:/ bengrimwoodve.blogspot.com. Http:/ steffensve.blogspot.com. Http:/ richard-gregory.blogspot.com. Http:/ hayleyspalding.blogspot.com. Http:/ danielchidgey.blogspot.com. Http:/ samwebbve.blogspot.com. Http:/ djmve.blogspot.com. Http:/ johnwve.blogspot.com. Http:/ mb-ve.blogspot.com.
virtualenvironments2008.blogspot.com
Virtual Environments 2008: Tutorial 8 - Ear Creation
http://virtualenvironments2008.blogspot.com/2008/10/tutorial-8-ear-creation.html
Wednesday, 22 October 2008. Tutorial 8 - Ear Creation. A very difficult piece of geometry and very complex. Use a similar method that we did for the face for the ear. Load reference image, and define some key areas. From this point we want to start drawing in the topology, same idea as before, connecting the lines, and making new ones. Create the necessary quads. Don’t worry about making this too complex. Take this into 3D Max and start sculpting the ear. Look at the reference image, edge mode, select th...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: September 2008
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Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: UV Co-ordinates part 2
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Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ matt-virt...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: October 2008
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Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. We are going to use cylindrical projection mapping for the maj...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: August 2008
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Tuesday, 26 August 2008. Welcome to the YMCA. The YMCA (Young Man’s Christian Association) is a Christian charity founded 160 years ago in order to support young people in times of need. The YMCA provides a place for young people to find ‘acceptance, community and activity’ and offers services in the following areas:. Sport, Health, Exercise and Fitness. Citizenship and Personal Development. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ samwebbve&#...
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Virtual Environments 2008: Tutorial 6 - Refining Model (the nose)
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Wednesday, 22 October 2008. Tutorial 6 - Refining Model (the nose). Refining organic models with Edit Poly. How to add details to your model. Switch to the front view and maximise so we can access the nose area. We are going to add some additional faces. In vertex mood, we follow the loop around and there is a hard seam between the tip of the nose and the nostrils. We go to edge mode and hit backspace which will remove an edge. If you delete you remove the whole polygon. We are going to create the nasal ...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: Tutorial 9 - UV Coordinates
http://virtualenvironments2008.blogspot.com/2008/10/tutorial-9-uv-coordinates.html
Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. Only want to set up the mapping coordinates for one side of the model and editable poly is the current modifier. Make sure that you are not in sub object mode. Click on Unwrap UVW modifier, which should be placed above the editable poly modifier and under the symmetry modifier in the stack. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ matt-virtuaienvironme...
virtualenvironments2008.blogspot.com
Virtual Environments 2008: Tutorial 7 - Primitive extension for the back of the head
http://virtualenvironments2008.blogspot.com/2008/10/tutorial-7-primitive-extension-for-back.html
Wednesday, 22 October 2008. Tutorial 7 - Primitive extension for the back of the head. Assign this map to the reference plates. If you had trouble finding the reference plates go over to display hide frozen objects uncheck. Need to line these up, vertex mode turn on snap, we want to configure our snap option as vertex, and now we go to move tool and click and drag to various points. Line up the closest ones first. Turn on soft selection, so that there are no shape edges. Subscribe to: Post Comments (Atom).
virtualenvironments2008.blogspot.com
Virtual Environments 2008: Tutorial 5 - Using symmetry and sub-division
http://virtualenvironments2008.blogspot.com/2008/09/tutorial-5-using-symmetry-and-sub.html
Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...