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在使用Maya制作模型时,我们常常会为了想要的模型效果,需要在模型表面打洞。有的同学肯定会想到布尔运算,但是布尔运算是Maya建模中一个经常不容易达到预期效果的领域,比如说:布尔运算的选择先后顺序有误、模型太过复杂多面等等。
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贴心的捶捶今天给大家介绍一个更加高级的曲面挖洞的方法,同学们学会之后,可以用这个挖洞的思路,举一反三,制作更多的模型效果!
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制作过程
01.在Maya中,选中需要挖洞的面,右键提取面;
02.在UV—UV编辑器中,找到UV编辑器—修改—单位化;
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03.选择所有UV点,找到切割/缝合—移动并缝合;
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04.选择UV,点击排布—排布UV;
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05.UV要保持在第一象限,棋盘格要尽量均匀;
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06.导出模型到ZBrush中;
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07.在ZBrush中,UV贴图里面,凹凸给0,然后点击变换UV;这样模型就变成平面了;
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08.将模型导回Maya中;
09.模型散了,右键选择合并顶点;
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10.在UV编辑器中,再次选择切割/缝合—移动并缝合,并清除所有的历史;
11.创建一个片,并将这个片吸附到之前的片上;
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12.在新的面片上就可以制作挖洞的造型;
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13.需要注意的是,之前的面片长度段数是9段,宽度段数是4段,所以新的面片(挖洞模型)也弄成相应的9段及4段;
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14.将新的面片(挖洞模型)的点全部吸附到之前的面片上;再次点击清除所有历史、冻结变换、居中对齐; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
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15.在新的面片(挖洞模型)需要卡线的地方卡上线; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
16.选择新的面片(挖洞模型),再加选之前的面片,点击变形—包裹; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
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17.选择面具的曲面模型,再加选之前的面片;点击网格—传递属性; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
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18.在传递属性选项,要传递的属性中,启用顶点位置和顶点法线,在属性设置中,采用空间选择UV,点击应用; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
19.隐藏不需要的模型,再结合模型,合并顶点; fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
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20.这样挖洞的效果就有了,大家学会了么! fill=%23FFFFFF%3E%3Crect x=249 y=126 width=1 height=1%3E%3C/rect%3E%3C/g%3E%3C/g%3E%3C/svg%3E)
今天的分享就到这里啦,未来的日子里让我们共同努力!希望这次的学习分享能对大家有所帮助。有疑问的小伙伴们可以留言告诉捶捶,欢迎来撩~
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敲黑板!!!想要观看Maya曲面模型挖洞视频教程的小伙伴以及想要更多干货和惊喜记得点击左下角阅读原文哟~
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