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Turntool官方操作手册中英文对照

文章来源:不详 作者:Frank 发布时间:2010年10月11日 点击数: 字号:
;  建议:选择屏幕的一条边,点击LOOP(步骤23),这将最大化地扩大和已选边准成一直线的选择,同时省去您大量的点击。

 

   Figure 23: Loop Button

 

   Before applying the final MeshSmooth, you will need to refine the model a bit more to ensure a proper meshing.

 

   The modifier MeshSmooth have some problems with long thin faces, so you will have to do the following:

 

   On subobject level, ‘Polygon’ select all of the faces (keyboard shortcut [CTRL] + [A]) of the model.

 

   Turn on Snap.

 

   In the top viewport, use the QuickSlice (figure 24) to increase face diVision according to figure 25:

 

   23. LOOP键

 

   在运用最后的MeshSmooth之前,您需要再一次细化模型,以确保网图正确。修改器MeshSmooth在狭长界面中也存在一些问题,您需要做以下几项:

 

   在子对象中‘Polygon’中选择模型内的所有界面(快捷键 [CTRL] + [A])。打开Snap,在顶部视口使用QuickSlice(步骤24)以加强界面分割,详见步骤25。

 

   Figure 24: QuickSlice Button

 

   Figure 25: Divide the faces like this

 

   You will need the screen as a separate object. Select the faces of the screen and detach it (figures 26 & 27).

 

   24. QuickSlice键

 

   25.分割界面

 

   您将需要另外一个独立的屏幕,选择屏幕界面,并从中脱离出去。(步骤 26 & 27)

 

Figure 26: Detach Button

 

Name the new object ‘Screen’.

 

26. Detach键

 

给新屏幕命名。

 

Figure 27: Detach the Screen

 

Apply the modifier Meshsmooth (Menu: Modifiers > SubdiVisionSurfaces > MeshSmooth) with Iterations set to 2. Tweak the model further using MeshSmooth subobject Vertex and Edge.Go back and fourth between MeshSmooth and Editable Poly, edit, until you got the model right according to the reference picture.

 

TIP: It is important to achieve a good balance between model detail and the number of polygons used. If there are too many polygons in a model, performance will drop drastically. If there are too few, the model will not look satisfactory. There is no specific amount of polygons to use, it depends on other factors as well; such as the number of light sources, the power of the computer to show it, textures etc. Test the model to find the right amount of detail.

 

27.从屏幕中脱离

 

将Iterations设置为2,运用修改器Meshsmooth (Menu: Modifiers > SubdiVisionSurfaces > MeshSmooth)。如果您对模型的轮廓感到满意,右击并选择Convert To: > Convert to Editable Poly’,接着可以继续创作完整的模型了。用QuickSlice切断天线,并作为一个单独带有材料的物体,从整体中脱离。

 

Part Two: TurnToolBox

 

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