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Coincident vertices Extruding works by first creating new vertices and then moving them. If in the process of moving you change your mind and press Esc or RMB to cancel, the new vertices will still be there, on top of the original ones! The simplest way to go back to the state before you started extruding is to Undo (CtrlZ). It is sometimes useful to intentionally create new vertices this way and then move, scale or rotate them by pressing G,S or R.擠出第一次創(chuàng)建的頂點(diǎn)和移動它們。如果在移動的過程你改變了想法可以按Esc或點(diǎn)擊鼠標(biāo)右鍵取消操作。新創(chuàng)建的點(diǎn)還在這里,頂部原來的那些點(diǎn)!最簡單的方法使用撤消CtrlZ返回到你開始擠出的狀態(tài),這個方法是對于那些你通過G,S,R移動,縮放和旋轉(zhuǎn)了的頂點(diǎn)是很有用的。Gus 選擇應(yīng)該創(chuàng)建了左臂 (GUS面部朝向我們) . Try to produce something similar to the Body image shown to the 命令, you will have to temporarily turn off the Mirroring modifier by unchecking the X option under Axis, and rechecking it after extruding (otherwise Gus will end up with a skirt rather than pants). 你可以按住鼠標(biāo)中鍵左右移動你擠出(E)的點(diǎn),在你點(diǎn)擊鼠標(biāo)左鍵前. If you do not do this your legs will end up going straight down, rather than down and to the side as pictured in Body. 提示:如果你想要準(zhǔn)確的安置, 可以按住Ctrl移動. 我們使用了鏡像模型. . 使 Gus 工作在物體模式Object Mode (按TAB鍵可以返回到編輯模式),點(diǎn)擊鏡像修改器的 Apply 按鈕. The Head 頭Gus needs a head. GUS需要一個頭按TAB鍵返回到編輯模式 精確地移動準(zhǔn)心(cursor)到Gus 身體上的某一個正方形上。要放置準(zhǔn)心到一個特定的網(wǎng)格點(diǎn),點(diǎn)擊鼠標(biāo)左鍵放置準(zhǔn)心到你想要放置地方的附近按 ? ShiftS Cursor to Grid 將精確地放置到一個網(wǎng)格點(diǎn)上。這就是我們想要的。對于要精確地放置準(zhǔn)心到選擇的物體,有時是很方便的. 添加一個立方體作為Gus的頭部 (? ShiftA Add Cube) (圖Adding the head最右邊的圖像). 物體創(chuàng)建當(dāng)你在編輯模式為其它物體添加一個物體,新的物體將成為存在物體的一部分。所以在編輯模式為我們的Gus身體添加的這個立方體,將自動成為它的一部分.現(xiàn)在按G鍵向下移動新創(chuàng)建的立方體。 Gus新的頭部向下移動1/3網(wǎng)格單位點(diǎn)擊鼠標(biāo)左鍵完成操作 (圖Adding the head最右邊的圖像). Adding the SubSurfaces (Subsurf) 細(xì)分表面The Subsurf modifier細(xì)分表面修改器接下來, 我們需要整個選擇Gus而不僅僅是選擇Gus的頭部 (使用A鍵也許需要按2次A鍵). 到現(xiàn)在為止我們已經(jīng)創(chuàng)建了一個粗糙的輪廓. 要使它光滑, 在修改器標(biāo)簽添加Subdivision Surface修改器 (The Subsurf modifier). 要確保視圖(View )和渲染(Render )數(shù)字按鈕的值都在小于或等于2 (located under Subdivisions). View 設(shè)置的細(xì)分級別可以在視圖觀察。 Render 設(shè)置的細(xì)分級別在渲染中顯示. SubSurfaces細(xì)分表面細(xì)分表面是一個能夠讓粗糙表面變得更精細(xì)的高級工具SubSurfacing is an advanced modelling tool that dynamically refines a coarse mesh. 它創(chuàng)建了一個有大量網(wǎng)格的物體和在原始的粗糙網(wǎng)格找到最好的網(wǎng)格頂點(diǎn)光滑網(wǎng)格。It works by creating a much denser mesh and locating the vertices of this finer mesh so that they follow the original coarse mesh smoothly. 這個物體的外形仍然由粗糙的網(wǎng)格頂點(diǎn)控制,但在渲染形狀時有更好的光滑面The shape of the object is still controlled by the location of the coarse mesh vertices, but the rendered shape is a finely smooth mesh. 去看下GUS,按TAB鍵切換到編輯模式,按Z鍵盤切換到實(shí)體模式(如果在非實(shí)體模式). 它應(yīng)該看起來是這樣的(見圖:給Gus設(shè)置光滑). Setting Gus to smooth給GUS設(shè)置光滑Object 給Gus設(shè)置Smooth光滑讓它看起來更平滑, 點(diǎn)擊3D窗口的工具架(T)Shading 選項(xiàng)下的Smooth 按鈕. Gus 將看起來更光滑, 也許它在中間或出現(xiàn)錯誤的光滑. 這常常是你使用了Mirror 修改器, 但都有可能是在你擠出或翻轉(zhuǎn)前使用了Mirror 修改器【but it might happen when extruding and flipping as was done before the Mirror modifier was introduced 】(Setting Gus to smooth., middle). These lines appear because the SubSurf39。s finer mesh is puted using information about the coarse mesh39。s normal directions (the direction perpendicular to a face), which may not all point in the right direction (some face normals might be pointing outward and some pointing inward). To reset the normals, switch back to Edit Mode (? Tab), select all vertices (A), and press CtrlN (recalculate vertex normals to point outside). Now Gus should be nice and smooth (Setting Gus to smooth, right). Press MMB and drag the mouse around to view Gus from all angles. Oops, he is too thick! Constrained Scaling 約束縮放Slimming Gus using constrained scaling使用約束縮放GUSLet39。s make Gus thinner: 讓GUS變薄:Parameters of the last action in the Tool Shelf工具架上的最后一步操作參數(shù) 按TAB鍵切換到編輯模式(? Tab), 然后按Z鍵返回到線框模式. (Z), 按數(shù)字鍵盤的數(shù)字鍵3切換到側(cè)視圖和按A鍵選擇所有的點(diǎn). You can do the following steps just as well in Object Mode, if you like. 按S鍵水平移動鼠標(biāo). (點(diǎn)擊鼠標(biāo)中鍵沿著軸線縮放或按Y鍵有同樣的效果). 如果你朝GUS移動鼠標(biāo)將變薄但高度不變。 在工具 架上的Resize 標(biāo)簽顯示縮放的因素. 按住Ctrl . 向下縮放Gus , 然后點(diǎn)擊鼠標(biāo)結(jié)束縮放. 如果最后的變換錯誤, 你仍然可以改變它的參數(shù). 在前面提及到它們可以顯示和編輯的They are displayed and editable at the already mentioned place (see Parameters of the last action in the Tool Shelf 見工具架上的最后一步操作參數(shù)). 返回到前視圖(數(shù)字1)和實(shí)體模式(Z), 然后用鼠標(biāo)中鍵旋轉(zhuǎn)視圖. Gus 現(xiàn)在變得更好了! 讓我們看看GUS怎么樣我們已經(jīng)準(zhǔn)備好了我的第一次渲, 但首先, 我們有一些工作要做. 如果不在物體模式跳轉(zhuǎn)到物體模式(? Tab). 確保層1和層10可見. 按住? Shift在3D窗口的layer visibility 按鈕點(diǎn)擊最上面一排最右邊的按鈕 (Making both layer 1 and 10 visible.) 確保層1(Gus所在的層)和層10(相機(jī)和燈光)可見. 提示記住最后選擇的層是激活圖層, 所有隨后東西將自動添加在層10.The Transform Panel 變換面板 按N鍵彈出屬性工具架和找到變換面板(The Transform Panel). location這里明確說明了X,Y,Z 的值. 選擇相機(jī) (RMB ) 和移動它location的值如下(x=7, y=10, z=7). (location)手動輸入數(shù)值的,可以在一個值上點(diǎn)擊鼠標(biāo)左鍵輸入想要的值. Camera setup 相機(jī)設(shè)置To make the camera point at Gus, keep your camera selected then select Gus via ? ShiftRMB . The camera should be dark orange (selected) and Gus light light orange (selected and active). Now press CtrlT and select the TrackTo Constraint entry in the pop up. This will force the camera to track Gus and always point at him. This means that you can move the camera wherever you want and be sure that Gus will always be in the center of the camera39。s view. 要確保你的相機(jī)焦點(diǎn)對準(zhǔn)GUS,保存相機(jī)選擇然后通過按住? Shift鼠標(biāo)右鍵點(diǎn)擊選擇GUS。相機(jī)應(yīng)該是暗黑底橙色邊的(選擇物體)。GUS是黃色的亮邊的(選擇并激活物體)?,F(xiàn)在按Ctrl+T在彈出的菜單選擇Track To Constraint。這將使相機(jī)總是追蹤GUS和焦點(diǎn)一直在GUS身上。這意味著你可以在任何時候都可以移動相機(jī)而GUS總是在相機(jī)的視圖中心。Camera