DT-CINEMA 4D建模技巧

DT-CINEMA 4D建模技巧    [复制链接]

C4D教程 2014-06-22 01:43 发布

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教程分类: 建模/绑定 » 普通建模
渲染器: 自带标准 
教程语言: 英文
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描述:
CINEMA 4D is a terrific application for creating broadcast elements and incorporates well with After Effects. Motion Graphics artists are able to create many elements on their own and use those in their projects. When those assets require a little more time and attention in their modeling, though, issues can pop up from time to time.
4D影院是创建一个了不起的应用,包括广播元素与后的影响。运动图形艺术家能够创造出很多元素对自己使用那些在他们的项目。当这些资产需要更多一点的时间和注意力在他们的模型,但是,问题会不时冒出来的。
In this tutorial we'll look at some issues encountered by users as they begin to create and modify broadcast assets. The course is really for those not as familiar with modeling in CINEMA 4D and just need to make sure their assets work. We'll talk about making sure our geometry is welded together after converting from generated geometry. We'll cover methods of combining splines and creating branching splines using L-systems. We'll also clean up boolean geometry, work with pivots and use the Brush Tool to modify an object's shape.
在本教程中,我们将看看一些问题用户遇到的他们开始创建和修改广播资产。当然是真的对那些不熟悉在Cinema 4D建模,只需要确保他们的资产的工作。我们将讨论确定我们的几何是焊接在一起的转换后生成的几何。我们将结合样条和创建分支样条使用L-系统方法。我们还将清理布尔几何,工作重点和使用画笔工具来修改一个对象的形状。
By the end of this training you'll know a bit more about dealing the polygon geometry when creating assets for your next broadcast piece.
通过这样的训练你会知道一点关于处理的多边形几何创建资产时,你的下一个广播块结束。[/free]
DT-CINEMA 4D建模技巧 
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