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主题: 超过FF级的人物建模!!!来,受刺激吧
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 5D平平
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#162002/9/16 19:04:02
就是因为用POLYGON+细分面 所以和FF不能比!!!达不到电影的质量的 !电影和电视的区别就在于建模!!一定要Nurbs的
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 CoolFire
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#172002/9/16 19:27:30
那你觉得对于初学者 建模用什么好呀! 是Nurbs还是Polygon 它们的优点和缺点是什么 应当怎么去建模、锻炼 应当怎么把握它们 使其作的更好
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 CoolFire
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#182002/9/16 19:29:42
希望能给予指点谢谢。
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 黑白WORLD
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#192002/9/17 1:15:41
精准,令人兴叹!
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 大丑
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#202002/9/17 1:34:41
very good!!!
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 dodotdz
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#212002/9/17 9:50:46
good
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 在耕田呢
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#222002/9/17 10:03:19
weed在上个帖子中说 引用: 就是因为用POLYGON+细分面 所以和FF不能比!!!达不到电影的质量的 !电影和电视的区别就在于建模!!一定要Nurbs的
我记得FF是用POLY建模的。
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 Mitch
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#232002/9/17 18:13:26
FINAL FANTASY真是用Poly建的模吗。
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 tyrtr
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#242002/9/18 2:58:54
我不知道FF是不是Poly的,不过不认为Poly做的人物不能做电影,当然Nurbs更适合做电影,如果象楼主放出的模型在某程度上超过FF了,象这种模型已经可以用在电影上,只要镜头不要太近就可以了吧。
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 在耕田呢
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#252002/9/18 9:56:34
www.3dfestival.com/story.php?story_id=94这个网站对Francisco Cortina进行了专访。他是SQUARE公司的动画师和模型师。 3D Festival: What methods were used to create these models? Francisco Cortina: Most companies have two starting points for character model creation: Drawings and Sculpts. Some companies follow a philosophy of tight design style that cannot be deviated from, while others allow its 3D artists to resolve the look in 3d. What we realized for Final Fantasy was that in many cases, we had to put aside the drawings and reference sculpts and let the character models come to life 100% in 3D, relying more on real life references. We started by collecting and scanning photo books, women’s and men’s fashion magazines, hair styling magazines, and even Victoria’s Secrets catalogs for all the necessary character references and stored them in Photoshop files. Almost 100% of our characters and their ornaments were created with polygons. We developed a subdivision surface pipeline using Renderman along with many custom tools that were written in-house. Square initially attempted to create models in NURBS, but found them to be mechanically cumbersome and very problematic. Even if we could stitch the seams together, we still had the problem of mismatched point counts between patches. The polygon UV problem was resolved with some useful in-house UV projection tools, which was integrated into our model creation pipeline. 这是问他用什么方法做的人物? Almost 100% of our characters and their ornaments were created with polygons. 他回答,几乎100%的人物用POLY做的。
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 Mitch
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#262002/9/18 15:46:56
Thank qinggong very much. This is just real answer.
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 5D平平
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#272002/9/19 18:12:02
qinggong在上个帖子中说 引用: weed在上个帖子中说 引用: 就是因为用POLYGON+细分面 所以和FF不能比!!!达不到电影的质量的 !电影和电视的区别就在于建模!!一定要Nurbs的
我记得FF是用POLY建模的。
由于Nurbs建生物的模比较难 一版先用POLYGON 然后用Nurbs重新描的
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 5D荣誉斑竹
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#282002/9/19 18:19:57
有必要描吗,Nurbs建人体很方便的 但如ff似的模型细部,多边形更精简 电影一定要用nurbs,不敢苟同,只是renderman更喜欢nurbs而已,一个字“快”
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 kuangx2
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#292002/9/20 9:23:01
是POLYGON做的~~
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 feitianyao
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#302002/9/21 10:45:15
这个人体的模型做的太好了,不知你是在哪个网站找到的能不能介绍一下啊。 至于要想做人体的模型就要对人体非常的了解啊!我见意去买一本关于人体 解剖学的书。 我这就有一本上面的人体模型可供参考啊!
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