OK. 你是否还记得最初我们隐藏的圆柱体 ? 那一个命名为 master_tire 的曲面 ? 现在显示它 , 并将它在 xyz 方向上缩小到 0.977. 得到 (fig 23) Fig 23
Bump logo Texturing Now from front view, create a NURBS spline with radius 4.45 , rotate it to 90° of X axis (Fig 24), and move it to about 2.138 Z axis (close to the master_tire cylinder outer side) (Fig 25). Note : this curve must be placed inside of the front of the master_tire , but not too far, it must be close enough. 现在回到前视窗当中,新建一个 Nurbs 圆形曲线 , 半径为 4.45, 并在 x 轴上旋转 90 度 (fig 24), 在 z 轴方向上移动 2.138 的距离 ( 靠近 master_tire 圆柱体 )(fig 25). 记住 : 该曲线必须在 master_tire 曲面里,但是不要太远,接近一点 .) Fig 24
Fig 25
Duplicate it then rescale it to about 0.87 (xyz) and move it to around 2.254 of z axis and then duplicate again, rescale it to about 0.754 (xyz) and move it to around 2.178 of z axis. Now you have these three new curves right ? (Fig 26) . Now select these 3 new curves (one by one) then go to surface > loft . You'll have this new surface (Fig 27). Note : you could still resize or tweak these 3 profile curves if you want to 复制那条曲线 , 并将新复制出来的曲线在 xyz 轴上缩小到 0.87, 在 z 轴方向上移动到 2.254 ; 再次复制一条新的曲线,并将其在 xyz 轴上缩小到 0.754, 在 z 轴方向上移动到 2.178 . 现在我们得到了三条曲线 (fig 26). 依次选择这三条曲线,并 surface>loft , 我们 loft 出新曲面 (fig 27). 注意 : 你可以适当调整你的曲线到你喜欢的样子 . Fig 26
Fig 27
Next, with this new surface still selected, go to edit > duplicate > option box and apply these duplicate settings (Fig 28), hit duplicate, then you will have a new mirrored surface on the other side (Fig 29) 选择 loft 出来的曲面,到 edit>duplicate>option box 里将其设置如 (fig 28), 设置好后复制 , 你将得到 (fig 29). Fig 28
Fig 29
后面的应该不用翻译了吧? - 关于渲染的,如果有那位需要的话,发 email 给我们 : chinacache@163.com, 我们会将它完成 . 谢谢 !! Now within your graphics editor, create this logo with an alpha channel (TGA) like this sample , do whatever you like with the logo, but remember you must create a squared box for the logo resolution (i.e. 500x500 or 600x600) From hypershade create a new Lambert material with your alpha file as bump shader with 3D projection (Fig 28). I used Lambert cause i dont want to get too shiny on this tire; you could also create it with displacement if you want to. Fig 28
Now adjust your 3d placement attributes to fix the front inner tire (Fig 29) Fig 29
Final Check You could delete all unused objects from hypergraph and also you could delete all history (if you want to), and you could also group all of these objects OK Next, select edit > Select all by type > nurbs surfaces , go to rendering module, go to render > set nurbs tessellation then hit set and close. Go to your render globals , set your anti-aliasing quality to production quality , resolution to about 640x480. Now render it, then you will have this cute looking tire, of course you could create black rubber shader for this tire And yes...these are NURBS...so don't be worried with a close/macro shot, even this close , they're all smooth. If you need a complete model with logo, please send me an Email...sorry the file was too big for my bandwidth.. Ok..this is it...i hope it helps....and have fun.... (完) |