眼睛建模
步骤 12在侧视图中创建 nurbs 球体,绕x轴旋转-80%26deg;并锁定。
步骤 13 为眼睛指派 shader 。打开 hypershade 窗口,并按默认设置创建 phong 材质,点击color右侧的 按钮,在 create render node 窗口中选择 ramp。采用相同的步骤设置 bump 贴图,reflected color 选择 environment textures %26gt; env sky。
步骤 14按下图所示设置 ramp 贴图。
步骤 15 bump ramp 贴图由黑白两色组成,当你完成 bump ramp 贴图设置后,点击 按 钮,进入 bump 2d placement node 窗口,改变 bump depth 值为1.5 - 1.6。is made the same way as color, just that it consist of black and white colors. one more thing which you will have to do when you%26#39;re finished making bump ramp - you will have to click on output button on the top of ramp attribute editor%26#39;s window, and it will lead you to , where you will have to change value to to get right effect from this texture.
在panels 菜单中选择 saved layouts %26gt; hypershade/perspective,选择眼珠并右键点击 hypershade 窗口中的眼睛材质并选择 assign material to selection 。
步骤 16 选择 shading %26gt; hardware texturing你将看到贴图效果。
步骤 17 创建眼皮。首先创建一个球体,在 nurbs shpere options 窗口中,将radius 值稍微调大一点,并将 axis 设为x。确定球体为选择状态,打开右侧状态栏中 inputs 下 makenurbssphere2 选项,点击;end sweep;并按住鼠标中键在工作区左右移动,这时我们会得到类似眨眼的效果,按下图设置球体。
飞特游客
委托设计