Tornando-se profissional em Blender 3D/Detalhando um personagem simples II: diferenças entre revisões

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==Modeling the head==
==Modelando a Cabeça==


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When you've got an acceptable shape for the legs, you should do something about that head. A little too spherical, isn't it?
When you've got an acceptable shape for the legs, you should do something about that head. A little too spherical, isn't it?


* Press the '''AKEY''' to clear your selection.
* Aperte '''AKEY''' para tirar a seleção.
* Coloque o cursor do mouse em cima da cabeça, selecione um vertice, edge ou face e aperte '''LKEY''': Assim tudo que estiver ligado/unido [Linked] a ele será selecionado (vértices, edges e faces). As faces da cabeça passam por dentro das faces do corpo, porem, nenhum dos vértices/edges/faces da cabeça estão ligados aos do corpo e por isso não serão selecionados.
* Place the mouse cursor over the head and press the '''LKEY''': this selects the closest edge, face, or vertex, as well as all edges, faces, or vertices that are linked to it. The faces for the head and the faces for the body pass through each other; however, none of the vertices in the head are linked to any of the vertices of the body via an edge or a face.
* Place the 3D cursor in the middle of the head ('''SHIFT-S''', ''Cursor &rarr; Selection'') or just set ''Median Point'' as Pivot ('''CTRL-,'''). Then press '''CTRL+ALT+S''' and scale on the Z-axis (blue handle of the 3D manipulator) in order to get a better shape. I think 1.5 is enough. Without using the 3D manipulator, remember that you need to press the '''ZKEY''' to restrict the scaling to the Z-axis only (in both cases, '''CTRL''' snaps the values).
* Coloque o cursor 3D no meio da cabeça ('''SHIFT-S''', ''Cursor &rarr; Selection'') ou apenas deixe ''Median Point'' como Pivot ('''CTRL-,'''). Então aperte '''CTRL+ALT+S''' e escale [scale] no Z-axis [eixo x] (manipulador azul do 3D manipulator) Para que tenha uma aparência melhor, Eu acho que 1.5 é o bastante. Sem usar o 3D manipulator, lembre-se que você precisa apertar '''ZKEY''' para limitar a escalação no Z-axis [eixo Z] (Nos dois casos, '''CTRL''' snaps os valores).
* After elongating the head, you may find that it is too low or too high. To fix this, press the '''GKEY''' (to move it) and the '''ZKEY''' (to restrict the movement to the Z-axis). Play around with it a little until you like the result.
* Depois de prolongar a cabeça. você pode achar que ela está muito baixa ou muito alta. Para arrumar isso, aperte '''GKEY''' (para mover) e '''ZKEY''' (para restringir/limitar o Z-axis). Mexa com isso até você gostar do resultado.


'''''Note:''' another course of action would be to put the cursor (and thus the 3D transform manipulator) at the underside of the head. That way the neck will keep the same length, while you can scale the head at will.''
'''''Nota:''' Outro jeito de fazer seria, colocar o cursor (e nessa forma, o 3D transform manipulator) no lado inferior da cabeça. Dessa forma o pescoço manterá o mesmo comprimento, enquanto você pode escalar a cabeça á vontade.''





Revisão das 15h34min de 24 de abril de 2008


Esse tutorial usa o modelo "pessoa simples" da página anterior. Se você não fez ele, volte e faça agora ou encontre ele pré-feito apena para você aqui.

Começando da maneira correta

http://upload.wikimedia.org/wikibooks/en/5/5e/Blender3D_SelectionModes.png

Até esse ponto, você esteve selecionando e manipulando vértices. No primeiro capítulo, nós mencionamos a seleção de faces. Na realidade há três modos de seleção: vértices, edges e faces.


Tenha certeza que você está no:

  • Edit Mode (TAB),
  • Solid Mode (ZKEY),
  • E o Edges select mode [modo seleção de edges]: aperte CTRL+TAB, um menu aparecerá, onde você pode escolher Vertices, Edges, ou Faces, então escolha Edges. Os três modos de seleção pode também ser selecionados com o statusline buttons [botões statusline] mostrado a direita.

Nota para usuários do KDE KDE (não 3.5.6): CTRL+TAB muda o desktop, então você tem que usar o statusline buttons. Mas você também pode configurar os atalhos do KDE para a janela do blender. (Versões mais antigas do blender não têm esta característica. Ou então, apenas selecione todos os vértices que se conectam com o edge que você quer selecionar).

É importante se lembrar que dependendo do modo de seleção que você está (vertices, edge ou faces), movendo ou manipulando sua seleção de outra forma causará deformações também em vértices, edge e faces conectados serão movidos tambem. Isso porque você não pode separar faces de edges ou edges de vertices.

Escalando com limitação de Eixo

Nós queremos posicionar o cursor 3D entre o quadril da pessoa simples, então use esse cursor para escalar.

Primeiro, tenha certeza que:

  • Nada está selecionado (AKEY ou Select → Select/Deselect All do menu viewport),
  • Você está na perspective mode (NUM5 ou View → menu Perspective),
  • O manipulator [manipulador] está ligado (ligue o hand button [Botão mão] ).

Nossa meta é colocar o cursor como está mostrado na imagem abaixo, ele está no centro de duas edges selecionadas (ao invéz de junta-lo a grid [grade] como fizemos ao adicionar a cabeça Adicionando a Cabeça):

[[w:Blender_3D:_Noob_to_Pro/Detailing_Your_Simple_Person_2 |árvore]]

http://upload.wikimedia.org/wikibooks/en/0/07/Blender3D_SimplePerson_Snap_Pelvis.png

Solução de Problemas: Se você não está vendo os cubos em volta do seu personagem, tenha certeza que você está no Edit Mode que foi explicado na introdução. In case you played with the Subsurf modifier, you may have to uncheck the Apply modifier to editing cage during Editmode box, just on the left of the Move modifier up in stack button (^). If it still doesn't work, try deleting the Subsurf modifier (the X on the right, above the Apply button) and adding it again (Add Modifier -> Subsurf). Or you may have to redo it. (the entire model)

Selecting two hip edges

The cube icon on the right toggles hidden components visibility.

By default, when editing in solid mode, the vertices, edges and faces that are on the back side of the model are not visible or selectable. This can be toggled by clicking the Limit selection to visible button (pictured). Toggle it on and off a few times and observe how the edges of the wire cage appear and disappear as you click. Disable it for now, to show the hidden edges.

Now, select one of the edges just above the hips of our person, where the legs connect to the torso: an edge of one of the cubes to the left or right of the model's pelvis (RMB). Notice that the 3D transform manipulator jumps to the edge you selected. Now select the edge on the other side of the pelvis (SHIFT+RMB). The 3D transform manipulator should jump halfway between the two edges.

Troubleshooting: If, instead, it jumps to the second selected edge, change your Rotation/Scaling Pivot to Median Point.

Scaling the hips

Choose the scaling manipulators: CTRL-SPACE and select Scale (or use CTRL-ALT-SKEY). Since the Transform Orientation is set to global, the manipulator's orientation is the same as the world's orientation shown in the lower left corner of the 3D View pane. Make sure Proportional Edit Falloff is set to Off. The axes are colored R-G-B for X-Y-Z, i.e. the X-axis is red, the Y-axis is green, the Z-axis is blue.

It's important to note that in addition of the global XYZ axes, each individual object has its own XYZ axes. We'll get into that in the next section.

Grab the red cube-shaped handle and drag it with LMB to symmetrically widen up the selection along the selected X-axis. While scaling, press CTRL to snap to the grid or ESC to abort the current manipulation. When it comes to scaling in Blender, 1.0000 means 100%, 0.6000 means 60%, and so on. Scale up to 2.

Note: you cannot scale along the Z-axis, as the current selection's Z-dimension is zero — if you want to symmetrically lift the hips, switch back to Translate Manipulator Mode (CTRL+ALT+GKEY).

Drawing the armpits

We'll now use the 3D cursor instead of the selection's center: bring up the Mesh → Snap menu (SHIFT-SKEY) and select Cursor → Selection (KEY4). This will move the 3D cursor to the location of the manipulator.

Troubleshoot: If the joints seem to jump into the center, pulling the edges towards them, remember to select Cursor → Selection, not Selection → Cursor

Now, set the 3D Cursor as Rotation/Scaling Pivot. Since the 3D Cursor was positioned to the selection's center, the manipulator's behavior stays the same.

Select the two edges under the arms where they connect to the torso. This time, the manipulator does not jump to the selection but stays at the 3D cursor. Make sure you are in Scale Manipulator Mode (CTRL+ALT+SKEY) and form the armpits using the square handles on the manipulator: says 2.0 along X and 1.1 along Z.

Notes:

  • It is easier to select the edges by rotating the view around the world's X-axis with View → View Navigation → Orbit Down (or NUM2).
  • For better visual comparison to the width of the hips, switch to View → Orthographic (or NUM5) before scaling along the X-axis (the red one). You can now scale along the Z-axis (the blue one), as there is a distance along Z between the selection and the pivot.

The belly and the chest

Now, deselect all and select the belly cube (use one of the methods described here). This time, use the Scale Tool instead of the scaling manipulator:

  • press the SKEY to choose the scale tool;
  • and then SHIFT-ZKEY to lock the Z-axis. Now, the scale tool is constrained to the X and Y axes (i.e. the selection is not scaled along the Z-axis) and those axes are drawn through the pivot in a bright color;
  • scale the belly using LMB.

Continue with selecting different sections of the torso and scaling them to your liking, exercising above scaling methods.

Note that just like you can constrain scaling to the X, Y, or Z axis by pressing XKEY, YKEY, or ZKEY, you can constrain movement to an axis as well. Press the GKEY and then press the appropriate axis key. As you work on the arms, be sure to use the different viewing angles so everything is correct (MMB to rotate, NUM1 for front view, NUM3 for side view, NUM7 for top view). Also, be sure to use CTRL+ZKEY to undo if you mess something up.

Modeling the arms

When you've got the basic shape of the torso, move on to the arms. We'll start by making him holding his hands up.

Removing the end of the arm
Removing the end of the arm

First, make sure you're in Edit Mode; if not, select the figure and press TAB. Also, make sure you are in Vertex select mode (CTRL+TAB). Now, select the 8 vertices at the end of one arm (the hand cube).

Press the XKEY, and choose Vertices in the popup menu. Suddenly the box disappears, and at the end of the arm, there's a hole! Don't panic. We'll fix that in a moment.

At this point, your person should look like this one:

Model From Frontview Without the Arm
Model From Frontview Without the Arm



Extrude forearm
Extrude forearm

Select the top four vertices of the last "arm box" (by pressing BKEY and dragging the box around the 4 vertices of the cube) and extrude them up three times by pressing EKEY and CTRL to create three boxes the same shape.

Note: this looks more natural if you extrude 1 square using Rotate Manipulator Mode, and 2 squares using Scale Manipulator Mode.

Fixing the hollow elbox
Fixing the hollow elbox

We'll now fix the hollow elbow. Simply select the four vertices at the gaping hole (turn on Limit Selection to Visible mode to make it easier), and press:

SPACEEditFacesMake Edge/Face (or FKEY)

Notice that the hole was covered by a face.

Then, choose the SPACEEditFacesSet Smooth option to make it a smooth face.

Repeat on the other side
Repeat on the other side

Do the same with the other arm. Make sure to deselect all the selected vertices from the first arm (AKEY). It is important to follow the steps in the same order to end up with identical arms. If you're having troubles with the other arm, you can undo all the arm work and redo every step simultaneously on both arms.

Troubleshooting: if the surface of the model swells out where you added the face to cover a hole, use CTRL-Z to undo the face. Try selecting all the hole vertices (or even select the whole figure) and choose: MeshVerticesRemove Doubles from the viewport menu, and try to add the face again. If it still looks strange, then without undoing it, select the whole figure with the AKEY and use CTRL-N to recalculate the normals.

Modeling the legs

First switch to the Face select mode (choose from the CTRL+TAB menu, or click the triangle icon).

Select the two bottom faces of the feet (the soles): use RMB and hold down SHIFT when selecting the second one. Each face comes with a small square denoting the face center that turns orange when selected, while the outline is highlighted in yellow.

Then, subdivide them: SPACEEdit → Edges → Subdivide (or, from the viewport menu: Mesh → Edges → Subdivide).


Now, switch to the Edge select mode (CTRL+TAB) and clear the selection (AKEY).


Select the bottom front edges making the toes (RMB, then SHIFT+RMB). You should end up with four edges selected.

Nice feet!

Switch to the side view with NUM3 and press the GKEY. Now move the selected edges away from the legs as far as you like: drag with MMB for orthogonal movement and drop them with LMB.

Pressing the YKEY will also restrict movement along the Y-axis only, however orthogonal movement can be easier.

Congratulations! We now have feet!

Modelando a Cabeça

When you've got an acceptable shape for the legs, you should do something about that head. A little too spherical, isn't it?

  • Aperte AKEY para tirar a seleção.
  • Coloque o cursor do mouse em cima da cabeça, selecione um vertice, edge ou face e aperte LKEY: Assim tudo que estiver ligado/unido [Linked] a ele será selecionado (vértices, edges e faces). As faces da cabeça passam por dentro das faces do corpo, porem, nenhum dos vértices/edges/faces da cabeça estão ligados aos do corpo e por isso não serão selecionados.
  • Coloque o cursor 3D no meio da cabeça (SHIFT-S, Cursor → Selection) ou apenas deixe Median Point como Pivot (CTRL-,). Então aperte CTRL+ALT+S e escale [scale] no Z-axis [eixo x] (manipulador azul do 3D manipulator) Para que tenha uma aparência melhor, Eu acho que 1.5 é o bastante. Sem usar o 3D manipulator, lembre-se que você precisa apertar ZKEY para limitar a escalação só no Z-axis [eixo Z] (Nos dois casos, CTRL snaps os valores).
  • Depois de prolongar a cabeça. você pode achar que ela está muito baixa ou muito alta. Para arrumar isso, aperte GKEY (para mover) e ZKEY (para restringir/limitar o Z-axis). Mexa com isso até você gostar do resultado.

Nota: Outro jeito de fazer seria, colocar o cursor (e nessa forma, o 3D transform manipulator) no lado inferior da cabeça. Dessa forma o pescoço manterá o mesmo comprimento, enquanto você pode escalar a cabeça á vontade.