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kelly l murdock 3ds Max 2009 Bible phần 7 docx

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TABLE 17.3 (continued) Toolbar Button Name Description Create a Multisided Blend Creates a surface by blending several curves and surfaces Surface Create a Multicurved Creates a surface that is trimmed by several curves that form a Trimmed Surface loop Create Fillet Surface Creates a surface with rounded corners where the surfaces meet The buttons included in the NURBS Creation Toolbox give you a wide variety of possible NURBS objects with which to work. You’ll use many of these NURBS objects in the tutorials later in this chapter. Using NURBS subobject editing tools Max provides you with many tools that you can use to edit the various NURBS points, curves, and surfaces. To access these tools, select a NURBS object, open the Modify panel, select the object name in the Modifier Stack, and click the small plus sign icon to its left. A hierarchical list of subobjects appears in the Modifier Stack. The rollouts present the available editing tools. For example, if you select CV Surface in the Modifier Stack list, you can then adjust the position of the control vertices (or points on a point surface) using Max’s standard trans- form buttons to change the shape of any NURBS surface. The rollouts change depending on the type of NURBS object and subobject selected. The tools in these roll- outs let you select and name specific areas, as well as hide, delete, break, and detach NURBS elements, and even work with a Soft Selection. Many details of these various subobject tools are demonstrated in the tutorials that follow. Working with NURBS You’ll learn many of the details of working with NURBS as you dive in and start building NURBS objects. This section includes several tutorials that can help as you try to grasp the power and flexibility of modeling with NURBS. Lofting a NURBS surface U Loft is one of the most versatile NURBS surface tools: You can use it to create simple or very complex sur- faces. In the following tutorial, you create a spoon by U Lofting a NURBS surface over a series of point curve cross sections. The U Loft tool requires sections in the horizontal (U) direction. Tutorial: Creating a U Loft NURBS spoon Lofting a skin over a series of cross-section curves can create NURBS surfaces. In this tutorial, you create the point curves necessary for modeling a NURBS spoon. Then you use the U Loft tool to skin the surface and create the finished spoon. 716 Advanced Modeling Part VI 36_381304-ch27.qxp 7/7/08 2:40 PM Page 716 To create a NURBS spoon using the U Loft feature, follow these steps: 1. Open the U-Loft spoon.max file from the Chap 27 directory on the DVD. This file includes ten cross-section NURBS point curves that are correctly positioned to form a spoon. 2. Select one of the curves, and open the Modify panel. In the General rollout, click the Attach Multiple button to open the Attach Multiple dialog box, click the All button to select all the curves, and then click the Attach button to attach all the curves to the first curve you selected. 3. You are now ready to U Loft the spoon’s surface. In the General rollout, click the NURBS Creation Toolbox icon to open the NURBS Toolbox window. In the Surfaces section, select the Create U Loft Surface icon. The cursor changes to a pointer accompanied by the U Loft Surface icon. (Notice that when you place the cursor over a cross section, it changes to a cross and the curve turns blue.) You can also create this surface using the U Loft button found in the Create Surfaces rollout. 4. Click the smallest cross section at the tip of the spoon, drag to the next adjacent curve, and click again. The first section of the U Lofted NURBS surface is then generated as indicated by the green isoparm lines displayed in the viewport. 5. Continue clicking each curve in sequential order until you have lofted the entire spoon. After you’ve clicked the final section, right-click to exit this mode. 6. Now cap the ends by returning to the NURBS Toolbox window, selecting the Create Cap Surface tool, and clicking each small end curve. Figure 27.21 shows the completed NURBS spoon. Creating a UV Loft surface A UV Loft surface can have more complex contours than a U Loft surface. UV Lofts are created from several curves spanning two dimensions; the U dimension is horizontal and the V dimension is vertical. To use this tool, select the cross-section curves in the order that they will be skinned along the U dimension, right-click in the viewport, and click the cross-sectional curves for the V dimension. The resulting surface is made up of cross-sectional curves for both dimensions to create a complex NURBS surface. Just like the U Loft sur- face, all curves need to be attached to the same NURBS object. As an example, Figure 27.22 shows a chair seat that has been UV Lofted using three curves in the U direc- tion and five curves in the V direction, thus enabling the surface to be contoured to fit a human being with- out you having to go back later and modify it by moving control vertices. This technique is very useful for building mechanical shapes, automobiles, and spaceships, and for model- ing product designs. Lathing a NURBS surface Lathing a NURBS curve works the same way as lathing a spline. You simply need to select a curve, click the Lathe button in the Create Surface rollout (or click the Create Lathe Surface button in the NURBS Creation Toolbox), and then click the curve. You can change the Degrees value and the axis of rotation in the Lathe Surface rollout that appears under the Create Surfaces rollout in the Modify panel. NOTE NOTE 717 Modeling with Patches and NURBS 27 36_381304-ch27.qxp 7/7/08 2:40 PM Page 717 FIGURE 27.21 A NURBS spoon created with the U Loft tool Tutorial: Lathing a NURBS CV curve to create a vase In this tutorial, you create a NURBS CV curve profile shape. You then use this curve with the Lathe modifier to create a vase. To create a Lathed NURBS surface, follow these steps: 1. Open the Lathed NURBS vase.max file from the Chap 27 directory on the DVD. This file includes two CV curves that you can lathe to create a vase. 2. Select one of the CV curves, open the Modify panel, and click the Lathe button in the Create Surfaces rollout (or click the Create Lathe Surface button in the NURBS Creation Toolbox). In the Lathe Surface rollout that appears at the bottom of the Modify panel, enter a value of 360 in the Degrees field and click the Y-axis button. Then click on both CV curves to complete the lathe. Click the Lathe button again to exit Lathe mode. Figure 27.23 shows the completed vase produced using the Lathe tool. 718 Advanced Modeling Part VI 36_381304-ch27.qxp 7/7/08 2:40 PM Page 718 FIGURE 27.22 A UV Loft surface lofted from two sets of curves Creating a 1-rail and 2-rail sweep surface The 1-rail sweep surface tool lets you create a NURBS surface by using one NURBS curve to act as a side rail and one or more profile shape curves to sweep along the rail to generate the surface. A 2-rail sweep surface is similar, except that it uses two NURBS curves as side rails. Tutorial: Creating a flower stem Now that you have carefully constructed a flower vase, you need to create some flowers to place in the vase. You start with the flower stem. To create a NURBS point surface using a 1-rail sweep, follow these steps: 1. Open the Flower stem.max file from the Chap 27 directory on the DVD. This file includes three cross sections and a curve correctly positioned that you can sweep to form a flower stem. 2. Select the long stem curve. Open the Modify panel, click the Attach button, and click the three cross-section shapes. Then click the Attach button again to exit attach mode. 719 Modeling with Patches and NURBS 27 36_381304-ch27.qxp 7/7/08 2:40 PM Page 719 FIGURE 27.23 The lathed CV surface vase 3. Open the Create Surfaces rollout, and click the 1-Rail (Sweep) button (or click the Create 1-Rail Sweep button in the NURBS Creation Toolbox). Click the long stem curve, and then click the cross-section shapes in order from the bottom to the top. Right-click to end the creation of the 1-rail sweep. The NURBS skin is generated on the stem, as shown in Figure 27.24. Sculpting a rectangular NURBS surface NURBS patches are a quick way to create a surface that can be sculpted using the subobject elements, such as a control lattice. For each subobject type, you can use many different tools to form the patch. Tutorial: Creating a NURBS leaf In this tutorial, you create a NURBS CV surface plane sculpted into a leaf for the NURBS flower. To do this, you work in the Surface CV subobject level and use the Select and Move transform tool to move CVs and sculpt the NURBS rectangle into a leaf shape. 720 Advanced Modeling Part VI 36_381304-ch27.qxp 7/7/08 2:40 PM Page 720 FIGURE 27.24 A stem created with a 1-rail sweep To create a rectangular NURBS CV surface, follow these steps: 1. Select Create ➪ NURBS ➪ CV Surface, and in the Create Parameters rollout, increase the Length CVs to 6 and Width CVs to 6. Click the Generate Mapping Coords check box. 2. In the Top viewport, click and drag to create the NURBS surface. In the Create Parameters rollout, set both the Length and Width to 180. While still in the Top viewport, rotate the NURBS surface 45 degrees along the Z-axis using the Select and Rotate tool so that it looks like a diamond shape. 3. With the NURBS surface selected, open the Modify panel and click the plus sign to the left of the NURBS Surface object to gain access to the subobjects. Select the Surface CV subobject. The CV lattice is displayed in the Top viewport. 4. Select the Non-Uniform Scale tool (R), constrain it to the X-axis (F5), and then drag-select the middle horizontal row of CVs. Scale them down (narrower) to 85 percent. 5. Select the middle three horizontal rows of CVs (including the one just scaled), and scale them down to 90 percent. Then select the middle five horizontal rows, and scale them down to 90 percent. This step gently rounds the outside contours of the NURBS surface. 721 Modeling with Patches and NURBS 27 36_381304-ch27.qxp 7/7/08 2:40 PM Page 721 6. In the Front viewport, you should see the edge of the NURBS surface. Maximize the viewport, and then select the Rotate tool, constrain it to the Z-axis, and select the right half of the CVs, but do not select the CVs at the very center. Rotate the CVs upward –60 degrees. 7. Repeat the select-and-rotate process with the CV on the left half of the center, but do not alter the CVs at the very center. The leaf should now be U-shaped. 8. Click the Move tool (W), constrain it to the Y-axis (F6), and then select the center row of CVs and move them downward –40 units to make a deep V shape. Figure 27.25 shows the NURBS leaf with the control lattice visible. FIGURE 27.25 Translating CVs to sculpt a NURBS leaf Tutorial: Sculpting a flower petal Continuing to build your flower, you now sculpt a second rectangular NURBS surface into the shape of a flower petal. In this case, the center CVs of the surface are raised to create a soft, rounded shape. You sculpt one end of the NURBS rectangle into a blossom petal shape, and then scale and clone it to create three more petals. 722 Advanced Modeling Part VI 36_381304-ch27.qxp 7/7/08 2:40 PM Page 722 To sculpt the flower petal shape, follow these steps: 1. Select Create ➪ NURBS ➪ CV Surface, and in the Keyboard Entry rollout, create a NURBS rectan- gular surface 80 units long and 80 units wide, with 6 Length CVs and 6 Width CVs. 2. Select the Rotate tool (or press the E key), and in the Top view, rotate the surface 45 degrees. Open the Modify panel, click the plus sign to the left of the NURBS Surface object, and select the Surface CV subobject. 3. Select the Non-Uniform Scale tool (R), constrain it to the X-axis (F5), and then select the center horizontal row of CVs and scale it down (narrower) to 86 percent. This step rounds the outside corners of the petal. 4. Drag-select the six CVs that make up the upper tip of the petal. Non-uniform-scale the triangle of CVs in the Y-axis down to 35 percent to blunt the point at the top of the petal. 5. Click and drag a selection box around all the CVs in the center of the petal (don’t select any CVs on the edges). You can use the Ctrl key to add CVs to the selection and the Alt key to remove CVs from the selection. In the Front viewport, select the Move tool and move the CVs upward 6 units in the Y-axis to round the top of the petal. 6. In the Top viewport, select the lower half of the center vertical column of CVs, click the Lock Selection icon (or press the spacebar), and then in the Front viewport use the Move tool to move the CVs seven units downward in the Y-axis. When a groove appears halfway down the center of the petal, unlock the selection set. 7. To clone the petal, turn off subobject mode and activate the Top viewport. Select World from the Reference Coordinate System drop-down list. Click the Mirror icon to open the Mirror: Screen Coordinates dialog box, and then clone the petal by selecting the Y-axis and Copy options. Move the new petal downward in the Y-axis so that the points of the petals touch. 8. Now clone the petals again, but make them smaller. Select the Uniform Scale button (or press the R key), select both petals in the Top viewport, and then press the Shift key and scale the petals down to 40 percent to create smaller cloned versions of the petals. Lock the selection set (press the spacebar), click Rotate (E), and then rotate the small petals 90 degrees to finish the blossom. Figure 27.26 shows the completed flower. To finish the flower and vase model, you need to merge all the parts of the flower vase project into one scene. Clone and position the leaves next to the stem. Position the stem in the throat of the vase at a slight angle. Position the leaves midway up the stem, and then place the flower at the top of the stem, at right angles to the leaves. Finally, apply texture maps to all objects, using a glass material for the vase, dark green for the leaves and stem, and a yellow radial gradient for each petal of the blossom. The finished flower is shown in Figure 27.27. 723 Modeling with Patches and NURBS 27 36_381304-ch27.qxp 7/7/08 2:40 PM Page 723 FIGURE 27.26 Flower petals that were sculpted using NURBS NURBS modifiers The Modifiers ➪ NURBS Editing menu includes a set of modifiers unique to NURBS objects. This set includes the following modifiers: NURBS Surface Select, Surf Deform, and Disp Approx. There is also a World-Space modifier called Displace NURBS. The NURBS Surface Select modifier (known in the Modifier List as NSurfSel) lets you make a subobject selection for the selected NURBS object. This selection is then passed up the Modifier Stack to the next modifier. The two subobjects for this modifier are Surface CV and Surface. The Surf Deform modifier works on NURBS surfaces just like the PatchDeform and PathDeform modifiers. After applying this modifier, you can select another NURBS object with the Pick Object button to deform the selected NURBS object. This modifier also has a World-Space version. The Displacement Approximation (or Disp Approx) modifier makes displacement mapping (which is applied using materials) available in the Modifier Stack. This modifier alters the surface of an object based on displacement mapping. This modifier can work with any object that can be converted to an Editable Mesh, including primitives, NURBS, and Patches. Parameters for this modifier include Subdivision Preset settings of Low, Medium, and High. 724 Advanced Modeling Part VI 36_381304-ch27.qxp 7/7/08 2:40 PM Page 724 FIGURE 27.27 A vase and flower built completely from NURBS The Displace NURBS World-Space modifier is similar to the Disp Approx modifier. It can convert a NURBS object into a mesh object and includes the effect of a displacement map. In the Displace NURBS rollout, you can select the Tessellation method to be Regular, Parametric, Curvature, Spatial, or both Spatial and Curvature. Because U and V curves implicitly define a NURBS object’s surface, they don’t require map- ping modifiers. Summary Patches don’t have the overhead of NURBS objects and are better optimized than mesh objects. Editable Patch objects include a huge list of tools that you can use to edit and modify them. In addition to Patches, NURBS are an ideal method for modeling if you require free-flowing models. This chapter covered the fol- lowing topics:  Creating Quad and Tri Patch grids  Discovering the features of an Editable Pa  h object n Working with the Editable Patch subobjects NOTE NOTE 725 Modeling with Patches and NURBS 27 36_381304-ch27.qxp 7/7/08 2:40 PM Page 725 [...]... vertices in all panels and click the Break button 4 With the clothes selected, choose the Modifiers ➪ Cloth ➪ Garment Maker modifier This automatically subdivides all the cloth panels into multiple polygons 74 2 37_ 381304-ch28.qxp 7/ 7/08 2:48 PM Page 74 3 Adding and Styling Hair and Fur, and Using Cloth 5 In the Main Parameters rollout, click the Figure button and select the female character Then click the... displayed 3 In the Utility panel, select the Color Clipboard button, and in the Color Clipboard rollout, click the New Floater button A palette of colors opens Drag the Diffuse colors from the Material Editor for each current material to the Color Clipboard Max asks if you want to Swap, Copy, or Cancel the material Select the Copy option 4 Select the first sample slot, and click on the Material Type button... flag However, animating cloth that drapes realistically over a character is very difficult and best left to dynamic engines like reactor Although you can still animate cloth collections using reactor, Max also has a separate stand-alone cloth simulation system aptly named Cloth that you can use to create deformable cloth and to animate it as well The hair and cloth systems in Max are dynamic, meaning... Rest (Shift+Ctrl+T) Relaxes the hair by averaging the position of hairs Toggle Collisions (Shift+Ctrl+C) Turns collisions of hairs on and off Toggle Hair (Shift+Ctrl+I) Toggles the display of hairs on and off Lock (Shift+Ctrl +L) Locks the selected vertices so they cannot be moved by other tools Unlock (Shift+Ctrl+U) Unlocks any locked vertices Undo (Ctrl+Z) Undoes the last command Split Selected Hair... hairs Marker Style drop-down list Choose the style to mark the selected vertices Options include Box, Plus, X, and Dot continued 73 3 28 37_ 381304-ch28.qxp Part VI 7/ 7/08 2:48 PM Page 73 4 Advanced Modeling TABLE 28.1 Toolbar Button (continued) Description Invert Selection (Shift+Ctrl+N) Deselects the current selection, and selects all hairs not currently selected Rotate Selection (Shift+Ctrl+R) Rotates... Highlight color is for the specular highlights For each color, you also can select a map with an amount value The Paint Levels value sets the number of colors that are used to color the material The Glossiness value determines the size of the highlight Figure 29.2 shows materials with Paint Level values of 2–6 FIGURE 29.2 Use the Paint Level value to set the number of colors used in the material The Ink... models that were bald because of the unavailability of a decent hair plug-in in Max, I can also declare that “Bald Is Boring.” Now that Max has hair and fur, I expect to see the level of realism for a number of Max artists, including myself, take a quantum leap forward Creating cloth isn’t that difficult In fact, with a plane primitive, you can easily create a perfectly straight blanket, towel, or flag... instance 73 6 37_ 381304-ch28.qxp 7/ 7/08 2:48 PM Page 73 7 Adding and Styling Hair and Fur, and Using Cloth FIGURE 28 .7 The Hair and Fur presets dialog box shows rendered thumbnails of the available presets FIGURE 28.8 Mr Matchstick head has all his hair replaced with matchsticks, an instance 73 7 28 37_ 381304-ch28.qxp Part VI 7/ 7/08 2:48 PM Page 73 8 Advanced Modeling TIP Be sure to adjust the Hair Count value... the entire object 73 2 37_ 381304-ch28.qxp 7/ 7/08 2:48 PM Page 73 3 Adding and Styling Hair and Fur, and Using Cloth Styling Hair The Display rollout (located way at the bottom of the rollouts) includes settings for controlling how many hairs are displayed in the viewports To see all the hairs, you need to render the scene You can select to display Guide Hairs and actual hairs and set a color for each The... Geometry Material ID is used to assign a material to geometry-rendered hair Many of the properties in the Material Parameters rollout also can be controlled using map buttons located to the right CAUTION Map colors are multiplied with the base color value, so set the base color to white before using a map In addition to the general and material parameters, rollouts also are available for controlling the amount . open the Modify panel. In the General rollout, click the Attach Multiple button to open the Attach Multiple dialog box, click the All button to select all the curves, and then click the Attach button. Surfaces rollout in the Modify panel. NOTE NOTE 71 7 Modeling with Patches and NURBS 27 36_381304-ch 27. qxp 7/ 7/08 2:40 PM Page 71 7 FIGURE 27. 21 A NURBS spoon created with the U Loft tool Tutorial: Lathing. shape. Figure 27. 25 shows the NURBS leaf with the control lattice visible. FIGURE 27. 25 Translating CVs to sculpt a NURBS leaf Tutorial: Sculpting a flower petal Continuing to build your flower, you

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