Search results “Polygon mesh detailed options” for the 2013
Maya: Guide Objects To Smooth Meshes in the ToolKit
The Modeling Toolkit in Maya 2014 finally allows us to properly trace background polygon objects while modeling. 1. Open up the Toolkit (icon top right corner) 2. Activate the Toolkit (options - Activate Modeling Toolkit) 3. Select the reference object to snap to... Transform Constraints - Other Surface - (Pick Object) 4. Now tweak the vertices An easier method uses my Toolkit Marking Menu (ctrl alt d) 1. Select the reference object 2. ctrl alt d - select constrained object to switch off constrained object ctrl alt d - Constrained Off Presenter: Andrew Silke (Avatar, Harry Potter, Gravity) Website: www.create3dcharacters.com Facebook Daily Blog: https://www.facebook.com/create3dcharacters Software: Maya 2014
Views: 5222 andrew silke
REDkit Tutorial #3: Placing Meshes and Walking Around
Get the REDkit here: http://www.GOG.com/gamecard/The_Witcher_2 TOPICS COVERED: Finding Meshes in the Asset Browser Placing Meshes into the Map Using Mode options to adjust Position, Rotation, and Scale precisely Making Static Meshes Walkable (in order to walk across a mesh floating in open space) Building Path Areas (walkable parts of the world) Compiling the Navigation Layer (4 clicks) Understanding Entity Templates (basically just multi-mesh objects) Tweaking Meshes and Terrain so they don't trip the Player Spawning into the Map Walking around Like a Boss Check out Klabautermann's original video here (slight differences, but mostly the same information): http://www.youtube.com/watch?v=f30oSYxt02c
Views: 6203 Jean-Luc Picard
PolyCount can test the total project, camera view or the real time scene view polygons. During the play mode you can exclude / include object for see the total weight changes. With "Only visible Object" you can see the total poly of only object visible from camera. With "Show Chilrens" you con see all childrens object. LINK: https://www.assetstore.unity3d.com/#/content/9632
Views: 3829 Marco Microbull
Maya: Relaxing and Smoothing with the Sculpt Polygon Tool
The Smooth and Relax features of the sculpt geometry tool can help to relax our verts. The Sculpt Geometry window is found here.. Polygon Menu - Mesh - Sculpt Geometry Tool (options) hotkey = shift p (only my hotkeys) size the brush = b strength of the brush = m Smooth mode can be accessed by holding shift at any time. Smooth will suck into the mesh if rounded. Relax will attempt to maintain volume. Presenter: Andrew Silke (Avatar, Harry Potter, Gravity) Website: www.create3dcharacters.com Facebook Daily Blog: https://www.facebook.com/create3dcharacters Software: Maya 2014
Views: 56534 andrew silke
Creating Polygon Hair for Game Characters
http://cgcookie.com/unity/2013/04/29/modeling-and-texturing-polygon-hair-for-game-characters/ Learn how to create polygon hair for game characters In this video walkthrough, we are going to take a look at creating polygon hair for game characters. I'm going to showcase my workflow for creating polygon hair for my character, "Mr. Grumples." I used this technique for the Mr.Grumples demo asset I created for GDC 2013. In the video, I use Maya 2014, but the technique can be used in any 3D application. Although the tutorial uses Maya to demonstrate the technique, it's not Maya specific and any 3D app can be used. Modeling and Texturing This video will show how to model a simple band of polygons that can then be distributed across the surface of the head of a character. We will then look at painting a hair texture with opacity to map to the polygon bands. We will also look at creating a specular map for the hair.
MeshBaker Output Options Part 1 Bake Into Scene Object and Bake Into Prefab
Demonstrates how to use two of the different output options for Mesh Baker: Bake Into Scene Object and Bake Into Prefab. Mesh Baker is available for sale in the Unity Asset Store.
Views: 1404 Ian Deane
How to check triangle and nsided polygons in Maya
Visit http://www.stereopixol.com for more tutorials. In this tutorial you will learn how to find out n-sided polygon or triangles in Maya. N-sided polygons are not accepted as a modeler and those should be avoided, but before avoiding you need to know hoe to find them. This tutorial will be very handy for those who really want to become a modeler.
Views: 9457 Stereopixol
Maya tutorial: Using Smooth Mesh Preview | lynda.com
Explore how to make a low-poly mesh smooth using Smooth Mesh Preview, how to refine placement of vertices in a 3D object, and how parenting works in Maya. Watch more at http://www.lynda.com/Maya-tutorials/Modeling-Vehicles-Maya/114004-2.html?utm_medium=viral&utm_source=youtube&utm_campaign=videoupload-3da-rNEPwmvLKa8. This tutorial is a single movie from the Modeling Vehicles in Maya course presented by lynda.com author Ryan Kittleson. The complete course duration is 4 hours and 25 minutes long and shows how to model a fully detailed Shelby Cobra automobile using both polygonal and NURBS techniques Introduction 1. Preparing Maya for Modeling 2. Modeling Based on Scan Data or a Digital Sculpt 3. Modeling Based on Reference Images 4. Modeling Complex Curvature 5. Refining the Body Shapes 6. Modeling the Wheels 7. Modeling the Interior 8. Modeling the Finishing Touches Conclusion
Views: 13791 LinkedIn Learning
Rhino Visual Tips 5.0: Chapter 10: SURFACE: PATCH
Rhino Visual Tips 5.0: Chapter 10: SURFACE: PATCH Outline of Rhino Visual Tips at: http://v5.rhino3d.com/group/rhino-visual-tips-5/page/out-line-of-rhino-visual... Visit our online store: www.McNeelMiami.com Join our Digital Fabrication Group at: www.RhinoFabStudio.com Join our Generative Furniture Design 3D Group at: www.gfd3d.com Join our Generative Jewelry Design 3D Group at: www.gjd3d.com Check out our tutorials at: www.rhino3d.tv
Views: 37271 Rhino3DTV
Blender Model Tutorial Polygon reduction
Some simple examples of how to remove polygons and simplify a model mesh in Blender. This is helpful if you have a polygon limit and the model is over it or if you wish to simplify a model before adding a UV map.
Views: 89456 TechyBen
Photoshop Tutorial: CC New Rectangle Corner Radius Options -HD-
▶ Like us on Facebook: http://facebook.com/RiverCityGraphix ▶ Follow us on Twitter: http://www.twitter.com/RiverCityGraphx ▶ Share this video on Twitter: http://clicktotweet.com/B2yc7 In this Photoshop CC tutorial, you will learn how to use the new rectangle corner radius options available in Photoshop CC. These make great improvements on the previous versions of Photoshop and allow you to not only control the radius of your rounded corners at will, but also allow you to scale these shapes while keeping the corners in proportion. Be sure to SUBSCRIBE because there will be a new tutorial every week. Suggest tutorials at http://www.rivercitygraphix.com For project files, help forums, and more check out the website at http://www.rivercitygraphix.com For business related inquires contact us at [email protected]
Views: 52138 RiverCityGraphix
3Ds Max Tutorial Editable poly (Vertex, Edge, Polygon....)
Find The Best 3D Tutorials http://3dtutorials.net/ Vertex, Edge, Polygon....
Views: 112283 3D Tutorials and News
Mesh Baker LOD Beta Demo (Updated Version At http://youtu.be/D5X5bhUvsbI)
There is an updated version of this available here http://youtu.be/D5X5bhUvsbI
Views: 2541 Ian Deane
Mesh Baker LOD Tutorial: Configuring the LOD Manager Part 2
Mesh Baker LOD is a replacement for Unity's LOD. Mesh Baker LODs are baked into combined meshes at runtime, dramatically reducing drawcalls. Provides an easy, flexible way to optimize huge scenes or scenes with procedural content at runtime. More Information at http://www.digitalopus.ca/site/mesh-baker-lod/
Views: 1205 Ian Deane
Introduction to Dynamic Topology Sculpting in Blender
Learn how to use Dynamic Topology Sculpting in Blender http://cgcookie.com/blender/2013/04/29/intro-dynamic-topology-sculpting-blender/ The dynamic topology system in Blender allows for a much more organic, creative sculpting process. It gives you much more flexibility in not only how, but what you sculpt by not limiting you to the original starting basemesh. When working with dynamic topology, Blender will automatically tessellate the mesh under your brush stroke to account for the detail needed. This gives you the ability to add detail anywhere you wish, create new forms, and work with a much more optimized polycount since the tessellations are localized. Check out CG Cookie Citizen for more sculpting training: http://cgcookie.com/membership To learn more about using dynamic topology in your workflow and creating finished sculptures I also recommend you check out: Creature Modeling For Production: http://cgcookie.com/downloads/creature-modeling-for-production/ Hard-Surface Sci-Fi Weapon Sculpting: http://cgcookie.com/blender/cgc-series/sculpting-a-sci-fi-weapon/
Views: 286261 CG Cookie
Displacement in Rhino 5
Learn how to create displaced mesh objects using procedural textures in Rhino 5. Displacements can be used for rendering purposes or extracted and edited for fabrication. www.Rhino3D.com
Views: 27581 RhinoGuide
Blender / Unity - How to fix missing/flipped face meshes from imported models
Gun model looks broken? Maybe the face mesh was flipped while you were making it. You can fix this in a few steps. Never see those missing face meshes again. Update: Due to the Blender interface change and this tutorial is a bit outdated, here's how you can find the "Flip Direction" and "Recalculate" button. -Make sure you're in edit mode of the selected object -There are tabs on the left side of the screen. One of them says Shading/UVs. Click that one -Then you should find the options to flip the face meshes/normals under the Normals section
Views: 18273 BountyXSnipe
Gen 4 Rock Creation
A video showing how to generate a Gen 4 rock asset from Photogrammetry data. Below is a breakdown of the stages: Export Photogram Mesh - Export the mesh as an obj and import it into Maya. Keep the mesh exactly where it is for taking back into Photoscan for re-projecting the textures. Clean-up Photogram Mesh - Here I'm deleting the unwanted polys from around the base of the Photogram mesh to utilise wasted texture space. Build Proxy UV Mesh - Using the Maya plugin NEX assign the Photogram mesh as the transform constraint and build an approximation of the hi-res mesh for unwrapping. UV Unwrap Proxy Mesh - Here I'm unwrapping the proxy shape for transferring the UV's. Transfer UVs to Photogram Mesh - Using the 'Transfer Attributes' tool with the settings shown transfer the UVs from the proxy mesh to the Photogram mesh. Next use the 'Unfold' tool to smooth out the shell shapes. Replace Photoscan Mesh - Export the newly UV'd Photogram mesh as an .obj from Maya. Open Photoscan and delete the mesh from the Photoscan Chunk. Now import the new mesh. Rebuild Texture - In Photoscan rebuild the texture enabling the mapping mode option 'Keep uv' and give it a nice high resolution like 8K. Notice the resolution of the texture and how it has removed some of the blurry and overlaid artefacts from the initial projection. Patch Photogram Base Hole - Export from Photoscan and import into Maya. I have scaled and transformed the rock piece so it's the correct scale and position correctly to the grid. After which I duplicate the mesh and rotate into place at the base of the original to patch the hole. Using soft selection and the sculpt tool i am filling the hole with the duplicate and deleting and unwanted and overlapping polys. Retopologise Photogram Mesh - Combine and export the patched photogram mesh and import into 3D Coat using the 'Import for AUTOPO'. Set the Approximate Poly Count to 500 and click ok. Next I paint the areas I want more poly density followed by creating curves for the topology flow. Export the resulting mesh. UV Unwrap Retopo Mesh - Import the retopologised mesh and unwrap the UVs for the final model to be transferred onto. Eqaulise the Photogram Texture - Here I am trying to remove much of the lighing from the original scan using a combination of the high pass filter and some curves masked out in certain areas. Transfer Surface Albedo and Normals - Using Turtle Renderer I transfer the Albedo and Normal information into the final textures. Here I have used 4K size and disabled the bilinear filter as it was creating artefacts around the shells. Clean-Up Texture Artefacts - Take the newly baked textures into Photoshop and using the Clone Stamp tool remove the artefacts coming from the intersections of the Photogram model and it's patch. Add Fine Detail Normals - Using the Albedo texture I create a fine detail normal map using Crazy Bump (you can use any normal map generator). Overlay this new map over the baked normals and fill the blue channel with 50% grey. Give the textures backgrounds and save. Add Textures To Final Mesh - Open Maya and build a shader using the textures you just created from the bake. Check out the model with viewport 2.0 or high quality rendering and some basic lighting to identify any remaining seams of unnatural areas. Here there are a couple of strange texture seams. Final Texture Clean-Up - Here I have taken the model into Mudbox and cleaned up the remaining artefacts of joining the two rock pieces together. Use the clone brush to blend in the offending areas. Et voila! A natural looking rock with reasonable polycount! Things I would do better? - Patch the hole a little more tight so the resulting baked textures didn't require so much retouching. With scanned data like this you want to avoid retouching as much as possible as you will be getting further from the raw data. - Spend more time on the retopology. I did start building a custom mesh with NEX but it was taking too long. I would probably use 3D Coats AUTOPO and then edit that slightly for more efficient result. - For final retouching I would have maybe brought back the original photos into Mudbox and used them as stencils rather than using the clone tool. Thanks for watching. Go here to look at more of my stuffs: www.akewt.com
Views: 26403 Kevin Wilson
modo add detail to primative when creating object
modo add detail to primative when creating object
Views: 332 cresshead
Why Use a Mesh on STAAD.Pro V8i?
Watch the rest of this series here: bit.ly/10m6Dht
Views: 3814 Learning Content
How to Work with 3D Effects | Adobe Illustrator
Watch more How to Use Adobe Illustrator videos: http://www.howcast.com/videos/513810-How-to-Work-with-3D-Effects-Adobe-Illustrator This is how to work with 3D in Adobe Illustrator. Now, Adobe Illustrator has a lot of geometric shapes, a lot of flat objects. But sometimes you might want something 3-Dimensional. So the easiest way to do that is, and I don't want to say easiest because it takes some getting used to, but it is simple to get used to. You select your Pen tool, and let's just free form draw a shape. We're going to click one point here, here, here and here. Now, if we want to make this into a 3D shape, all we have to do is go to Effect in our menu, 3D, and we can go to Extrude and Bevel. Now when we do this, right now it looks flat, there's not much you can see. But we're going to turn our previews on so we can take a look at everything. And when we click that, you'll notice we get a 3D effect on the shape. And that 3D effect is actually governed by the square you see in the window. And you can change the orientation of the shape, and the direction that it's facing, by rotating this square. And you can rotate it vertically, horizontally, or just in all three planes - X, Y and Z planes. And when you let go, it renders your shape as such. You can also manually enter them, in terms of the angles. But you also have an option called Perspective. And when you click this, and you drag it, you'll notice that it puts it in extreme perspective. Of course that's a little too much, so we're not going to do that. But the more we drag, the more extreme the perspective becomes. And then you can change how deep the actual object is once it's in 3D. So we can increase that, make it very-very deep. We can change our perspective so it shows more. We can also change the cap. This shows you whether or not you want it to be hollow. Let me rotate this so you can actually see. Hollow on the inside, or if you want a cap that closes the shape off. Then you have Bevel options. And you can choose if you want it to be beveled a certain way. As you see, it actually changes the beveling on this edge. Let's click OK. Go in just so we can get a closer look at that edge. Then bring it back up. Preview. And we can change the height of the bevel. Bump it up and you'll notice that the shape will change accordingly. And we can change how the bevel moves, whether it's inward or outward. And then, one of our other options is the type of shading. So we're going to click the More Options tab. And we can change from plastic , wire frame, no shading - which shows the flat object outline - diffuse shading. But plastic shading is the most common. It gives you the most lighting options. And then these little circles that are on this sphere over here, you can change to alter where your light source is. You can use them here. You can actually click this button right underneath to place it behind the object. You can add more light sources. Place them wherever you want and it will change the light accordingly. And all of these are going to tell you how the blending steps are, for where your lighting is serving, the size of the actual light, how strong the light is - Like, I can decrease this light. Let's remove this one just so we can get a better idea. Click this. Change the ambient light, so the light that's spilling off is either lighter or darker. And then overall light intensity we can change. And then we can click OK. And that's how you do that with a 3D object. And then you have an option of revolving or rotating. Let's create a rectangle, let's go to Effect, 3D, and Evolve. And what happens is, similar to the 3D before, we get another option box, but this one allows us to rotate around an axis. So, as soon as we turn our preview on, you'll see that the actual shape rotates around. And then you can change the direction of how it's rotating. And granted that was a rectangle we started with but because it's rotating about the center axis, it's actually going to make a circle. And then you can change the cap. And it'll open or close. Let's see. And that'll show you how much it'll actually fill up. It looks like Pac-Man. Then we have our perspective again, which changes the perspective of it. The cap shows that it's open. And you can change all your lighting options like we just did in 3D. And you click OK. And really quick, our next one is the Rotate command, which, in 3D, go into our menu, click Rotate, click Preview and it keeps the shape flat but allows you to rotate it as if it's a 3D object. And that's how you use 3D in Adobe Illustrator.
Views: 230803 Howcast
Forming 02: subdivision modeling in 3ds max
This video shows how to build smooth and organic shapes built on low polygon objects with subdivision in 3ds max. The video is part of "designstrategies.org" of Prof. Klaus Teltenkoetter, school of design, Mainz. Find further information and an index of content for better navigation on http://www.designstrategies.org/subdivision-modeling/
Views: 6788 Design Strategies
3ds Max: The Remove and Cut tools | lynda.com tutorial
This 3ds Max tutorial demonstrates how to change the structure of a polygon model using the Remove and Cut tools. Watch more at http://www.lynda.com/ds-Max-tutorials/ds-Max-Essential-Training/95341-2.html?utm_medium=viral&utm_source=youtube&utm_campaign=videoupload-95341-0806 This specific tutorial is just a single movie from chapter eight of the 3ds Max 2013 Essential Training course presented by lynda.com author Aaron F. Ross. The complete 3ds Max 2013 Essential Training course has a total duration of 7 hours and 7 minutes, covers the 3ds Max interface, and walks through common tasks such as modeling, texturing, rendering, animating, and adding special effects 3ds Max 2013 Essential Training table of contents: Introduction 1. Getting Started 2. The 3ds Max Interface 3. Modeling Basics 4. Modeling with Splines 5. Lofting 6. Modeling with Primitives 7. Using the Modifier Stack 8. Polygon Modeling 9. Subdivision Surface Modeling 10. NURBS Modeling 11. Modeling for Motion Graphics 12. Materials Basics 13. Mapping Textures 14. Camera Basics 15. Lighting Basics 16. Keyframe Animation 17. Hierarchies 18. Controllers and Constraints 19. Rendering Conclusion
Views: 27013 LinkedIn Learning
3ds Max tutorial: Learning the difference between concave and convex meshes | lynda.com
In this tutorial, Brian Bradley compares concave and convex meshes and explores the limitations of each shape type in MassFX. Watch more at http://www.lynda.com/3ds-Max-tutorials/Creating-Simulations-MassFX-3ds-Max/117103-2.html?utm_medium=viral&utm_source=youtube&utm_campaign=videoupload-3da-sTaIfoAWMS0. This tutorial is a single movie from the Creating Simulations in MassFX and 3ds Max course presented by lynda.com author Brian Bradley. The complete course duration is 3 hours and 52 minutes long and introduces the complete range of options available in the 3ds Max MassFX (also know as PhysX) toolset Introduction 1. Dynamics Simulation 101: Understanding the Basics 2. The MassFX Approach 3. Working with Rigid Bodies 4. Making Use of Constraints 5. Working with mCloth 6. Using Forces with MassFX 7. A Brief Introduction to mParticles Conclusion
Views: 4355 LinkedIn Learning
Tutorial: Creating an Advanced Multi-Character Rig for Futurama's Bender - Part 2-2
You can find the full tutorial here: http://cg.tutsplus.com/series/bender-multi-character-rig/ In this tutorial series from Shaun Keenan of MZP Studios, you'll learn how to create an advanced multi-character rig for Futurama's Bender. Shaun will show you how to create a truly versatile and production friendly rig in Maya capable of a staggering set of options and a huge amount of control. Built inside this rig are various options for not only Bender's wide range of movements, but options to change between various levels of mesh detail and materials on the fly, providing a wide assortment of helpful and innovative tools for animators to do their job right!
Views: 252 Tuts+ 3D
VrayPattern Tutorial #1 Making gravel with MultiScatter
How to create gravel with VrayPattern and MultiScatter.
Views: 65710 Alexey Duk
Blender Heightmap mesh with multiple segments and textures that tile for Unity
If you don't have a heightmap and texture watch my other video first: http://www.youtube.com/watch?v=AFmMfMOXQLg Hotkeys used: TAB = switch between object and edit mode used frequently Control+L = Select all P = cut selection into it's own object U = if in edit mode it brings up unwrap options. Basic steps: make a plane, subdivide it, create a material, create a texture, set texture to image or movie, click open and select the heightmap, click the wrench to add displace modifier, tab to switch between modes to view it and add more subdivision if needed, select half and press P to slit it in half, split each half again, highlight each quadrant, unwrap each quadrant, export each as fbx, open in Unity, in PS cut your large texture into 4x 1024 by 1024px textures for each quadrant. Build a mesh in blender and cut it into 4 sections to be used in Unity 3d. If you don't have a heightmap or texture on hand check my other video to see how to make one. This one starts with having a heightmap and textures.
Views: 3388 LeefromSeattle
[ZBrush] Fill Holes
Fill holes and preserve detail in a 3D model by using Dynamesh to create a complete model, and Project All to preserve detail. Then you can add, subtract, and smooth over areas on the model. Make sure to merge the layers after you complete this process, before exporting.
Views: 68691 UM3DLab
InfoSWMM Subcatchment Manager
Subcatchment Manager is one of Suite extension modules of InfoSWMM which assists with the delineation of watersheds using Digital Terrian Models (DTM). The extension also offers you multiple, highly advanced and efficient geospatial methods for establishing characteristics such as: impervious properties of the watersheds, slope and width of the watersheds and infiltrations of the watersheds.
Views: 2830 Innovyze
Chris Korn's Digital Character Design: Preview | lynda.com
In this short preview, meet Chris Korn, animator and character designer at FUSE Animation. By day he creates award-winning animations for clients like Corona and Saucony. But at night he's manufacturing monsters, indulging his childhood fixation with creatures straight out of comic books and horror movies. Watch more at http://www.lynda.com/CINEMA-4D-tutorials/Chris-Korns-Digital-Character-Design/140922-2.html?utm_campaign=RiwomgILdbU&utm_medium=viral&utm_source=youtube. This tutorial is a single movie from the Chris Korn's Digital Character Design: Start to Finish course presented by lynda.com author Chris Korn. In this 33-minute course, Chris Korn, character designer at FUSE Animation, explains how he brings his creatures to life with CINEMA 4D and ZBrush. Preview Viewing Option 1: Full Movie Viewing Option 2: Chapter Selection
Views: 2415 LinkedIn Learning
How to Remove Background from an Image in Adobe Illustrator
How to remove a background in Adobe Illustrator? Please use the Pen Tool to select a stroke color. Make sure to cancel the fill color by selecting to “none” option. Start outlining the object with the Pen Tool. When you finish outlining the object, please first select the outline of the object (with the Selection Tool) and then shift-click to select the whole image. You should have the outline and the whole image both selected. Now control-click on Mac (or right-click on PC ) and select the Make Clipping Mask option from the drop-down menu and the background will disappear. Adobe Illustrator CS6 - remove background from an image with Clipping Mask. Level: Beginners Image: http://en.wikipedia.org/wiki/Dog
Views: 580219 cybernaut
Blender Tutorial Making a Model of a Sports Car (Lowish Polygon Count) Part 2 The Top of the Car
This is part two of a three part tutorial showing how to make a model of a sports car. The sports car is based roughly on an AMX/3 model, using a design from this website - http://www.derbytalk.com/viewtopic.php?t=4532 This second part shows how to make the top of the car. For the top of the car the subdivision surface modifier was not used. Geometry was created using subdivision and loop cuts, then the extrusion was shaped using proportion editing. You can download the the outline of the top before extrusion and the finished top from my website - http://blender.freemovies.co.uk
How to Scale Objects | Adobe Illustrator
Watch more How to Use Adobe Illustrator videos: http://www.howcast.com/videos/513774-How-to-Scale-Objects-Adobe-Illustrator This is how you scale objects in Adobe Illustrator. So, we're going to go to our handy-dandy tools panel and we're going to click the Rectangle tool. We're going to drag us out a rectangle. And let's say we have this rectangle here and we want to increase the size of the rectangle. Now, a quick way to increase the size is, if you were to click on it with your selection tool, you'll notice there are little squares on the outside of this actual rectangle. You can click on any one of these squares, you can drag it and it will actually scale the size up or down. But sometimes that can be rather annoying because it'll warp the orientation of your shape. And, almost everybody wants their shape to remain the same, unless they're actually trying to warp it on purpose. So, if you were to grab a corner, you were to click and you were to hold down your shift key, you'll notice that, as you drag it, the actual shape itself will maintain its proportions and its orientation. So it won't actually warp. Now, if we wanted to scale that, instead of it just going out to the right, and let's say we wanted to center-scale it. If we click that and we hold the Shift key and we hold our Alt key, you'll notice that it'll scale out from the center. So it'll actually maintain positioning based upon the center of the object as well. Now that's one way for you to scale. Another way to scale is to actually select the Scale tool. This is your free transform tool. If you were to click this and click a corner, drag this up. Same thing as just having your selection tool. Same exact thing. Now let's say we wanted to do this with just numbers, uniformly changing the size. We can actually go over to our Scale tool itself. If you look in your tools panel, you go about halfway down you'll notice, right above your Width tool, there's is a tool with two rectangles, and there is an arrow from one rectangle going upward. That designates the fact that this is actually going to scale. So when we double-click on that, what it does is, it gives you your scale options. The first says Uniform and the second one says Nonuniform. And you notice when you click Nonuniform, you have horizontal and you have vertical. Again, most people want their shape to scale uniformly. So what we're going to do is we're going to click on the Preview button. And this is going to show us what's happening to our shape, live on our panel. So we're just going to increase - bump up - the numbers uniformly. And you'll notice that it scales. All the numbers are changing and you can click OK and it will actually change that live on your board. If you were to double-click on that again, and we were to go to Nonuniform, let's say we change this only to change the horizontal aspect. If we were to change that, you'll notice that it increases or decreases left and right. If we were to do it vertically, same thing. Now, you'll notice that, in your options panel you have a Scale, Strokes and Effects. If at some point in time, you decide to add effects onto an object, or part of your artwork, you want to scale it, or if you have a stroke around your object, it will actually scale the stroke according to the size of the object. So right now, as is, let's add a black stroke and let's increase the size. All right. So now we have this rectangle with a black stroke. We want to scale that. If we were to scale this up, let's say 200%, you'll notice that the stroke stays the same size. Now if we were to go back down, all right, and to copy you can Command-C or Control-C and you can Command- or Control-F to just paste in front. Now, if we were to scale this object without the scale and stroke effects at 200%, the stroke remains the same. But if we were to scale this at 200% but scale, stroke and effects, you'll notice that the stroke will double, just like the size doubled. And that's how you work with the scale tool in Adobe Illustrator.
Views: 187390 Howcast
Blender Short Overview Part 4/4: Retopology and UV Mapping
This Video Series is an introduction to games development using Blender 2.64 and assumes a basic knowledge of other 3D modeling software and concepts. I am a student not an expert so research areas of interest further yourself. Here is a list of hotkeys I use and further information: The video is in a random order. You should make all faces before you unwrap, unwrap before you bind the rig(start skinning) and animate once the rig is final. But going back and forth a lot helps. Rigs can be copied over and re-weighted. You will be best off creating a few animations to test the limitations on your rig when skinning. NB: in the latest version of blender remove doubles might be missing I think it has been renamed but I don't know to what yet. Also rotation by default might be around the 3D cursor I don't know where to change this but I assume it will be changing a drop down menu from 3D cursor to Local or Origin. This is just my description of important ones see full documentation: http://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All Many of the hotkeys open menus with descriptive options such as Merge Vertex options: at first, at last, at centre. Blender Hotkeys: General hotkeys usable in most windows and modes: Right Click Select Left Click Confirm tool Middle click --camera orbit Middle Scroll --Camera Zoom Shift + Middle click - Camera pan G-Grab (move) S-Scale R-Rotate T -- toggle show /hide toolbox 0-9/ -/.-Numerical Input (when using a tool) Otherwise Camera controls .(period/Del) -- Focus on selected 5(Num Pad) - orthographic view toggle X --Delete N- Options Menu C- change brush size ( similar to falloff in maya) A - Toggle select all/none XYZ (after G/S or R) lock tool to axis Tab -- swap between Shift+D Duplicate CTRL + Up -- toggle maximize window I --keyframe Edit Mode: P- separate selected to it's own object F- make face from selected E- Extrude- a single bone Armature can be extruded to an entire rig by using extrude on the bone tip in edit mode Pose Mode: Ctrl+L -- pose menu (cycle through poses with mouse scroll wheel) Shift left -- create new pose on selected bones. Timeline/ Dopesheet: Arrow keys left /right- move to previous/next frame 3D viewport hotkeys: Z -- toggle wireframe/solid shade CTRL +P- make last selected object parent of all previously selected objects Alt + M -- Merge Selected Shift + A --Add Mesh Menu Space -- open function search menu (use to access remove doubles/redo/Triangulate/Tris to Quads This is an important feature I haven't mentioned in the video Space then typing Remove Doubles and selecting it from the space menu will remove all selected Vertices in overlapping positions. This is like merging all vertices in Maya within a small range. You should try remove doubles on all finished meshes before unwrapping where you've extruded parts as cancelling extrude can lead to duplicated vertexes. To move the origin of an object set the location of the 3D cursor in the (N) options menu. Then in Object Mode select Origin from the top of the toolbox(T) on the left and choose origin to 3D cursor. I also say at some point in the video that you cannot select objects hidden in the hierarchy this is controlled by a button on the right of face select mode in edit mode
Views: 263 Sebastianphy
ZBrush 4R5 reduce polygons with Delete Loops
ZBrush 4R5 reduce polygons with Delete Loops this video will show you how to reduce polygons with Delete Loops. you may want to use this method if zbrush reconstruct subdivision does Not work, you may want to use this method if you dont want to QRemesh it if your model all ready has good edge loops. the end results you should have lower polygon counts and your higher detail preserved..
Views: 18392 TheEZhexagon
MasterClass Preview: Creating 3d Assets for Mobile Gaming by Sanjay Singh
Watch full MasterClass at http://autode.sk/16WNTWk In this Session I will be discussing on Creating a 3d Golf Course layout in Maya for Unity3D Game Engine (Mobile Platform).I will start with Golf Course Basic concept plan in Photoshop.Keeping real life measurements and scale in mind will be going forward with the basic layout and terrain modeling.After giving all the details and optimizations will move forward with creating and placing different props like shrubs,trees and rocks etc.Creating colliding mesh is the next task.Once that is done we will move forward with texturing and alpha blending techniques.In this section we will also learn to create Horizon and Sky in the best possible and optimal way.Once the Layout is ready I will also discuss the pipeline for character modeling and its limitations for Mobile Platform.Next I will demonstrate the ideal way of creating bone setup to support Motion Capture Data and in the end we will go through some exports options for Unity3D. ​
Views: 1371 Autodesk
Introduction to InfoSWMM
Views: 735 Robert Dickinson
Mesh cleanup
Канал и группа Вконтакте "Склад по САПР" представляют Вам: основной канал:http://www.youtube.com/user/Morphio08 группа Вконтакте: http://vk.com/sklad_po_sapr Твиттер: https://twitter.com/sklad_po_sapr е-mail для связи:http://[email protected] Приятного просмотра!!! Всем Бобра =)
Modo 3D Constrain to background - Vampiress
Modeling and constraining a wall of polygons to a drawing of a face. Modo Halloween Contest Screen Video Capture of 3D and Photoshop process. This is one of many screen videos taken to review my process. Since I am trying new workflows in Modo, there are a few dead ends and surprises. Please SUBSCRIBE and LIKE if you found this useful. Please COMMENT below if you have any questions or if you want to see any other real world Modo videos. Thanks, Steve Barrett --- FIND ME ONLINE: http://www.behance.net/SteveBarrett http://community.thefoundry.co.uk/community/profile.aspx?name=stevebarrett http://stevebarrett.com http://stevebarrett.com/index_new.html http://stevebarrett.cgsociety.org
Views: 527 Steve Barrett
Cinema 4D-Axis Tools (Curso)
espero que silva de algo y compartan gracias
Views: 152 vip tutorial
How to Change Grid Size in Adobe Illustrator CS6
Learn how to change grid size in Adobe Illustrator Don't forget to check out our site http://howtech.tv/ for more free how-to videos! http://youtube.com/ithowtovids - our feed http://www.facebook.com/howtechtv - join us on facebook https://plus.google.com/103440382717658277879 - our group in Google+ In this video tutorial we will show you how to change Illustrator grid size. Launch the Adobe Illustrator. Go to the "File" menu and choose "New" option to create a new document. In the appeared window set the document properties and press "OK". Go to the "View" menu and choose the "Show grid" option from the drop-down menu. Then go to the "Edit" menu, select the "Preferences" option from the drop-down menu and choose the "Guides & Grid" option from the submenu. Find the "Gridline every" option in the "Grid" section and set the value that you need. In the "Subdivisions" field also set the value as you need and press "OK". Now Illustrator grid size has been successfully changed.
After Effects Tutorial: Build an Automatic Menu [PART 3]
In the final part of the tutorial, we add automatic scaling using the Math.abs function...
Views: 501 QuickVFX
motion path
Views: 24 Sunwoo Park
cadpower,autocad온라인강의,ansys교재- 온라인강의 전문 3d cad, 무료기술지원-Angle Repeat & Clamp_007
cadpower,autocad온라인강의,ansys교재- 온라인강의 전문 3d cad, 무료기술지원-Angle Repeat & Clamp_007 http://www.sridicad.com/sridicad/04_software/program_view.html?page=1&pFtA=24&pStA=25&pCode=10226&order=&p_search=&p_find= 제품상세설명 5~10일 배송. Key Features AutoCAD and Inventor 2012 를 배우고 싶은 학생, 직장인을 위한 교재. Covers 2D drawing, 3D modeling, assembly modeling, freehand sketching, mechanism design. 설계를 위한 "프로젝트 베이스" Part & Assembly File 포함. In Detail "AutoCAD and Autodesk Inventor" 를 사용하여 기구 설계를 할수 있는 동영상 형태로 제작 되었습니다. 이 비디오는 처음사용자라도 쉽게 2d 컨셉에서 3d 모델링 금증까지 혼자서 익힐수 있는 형태입니다. What you'll learn 2d 레이아웃의 기존 속성"블록"을 유지한체로 3D 모델링에 가져오기. 3D 공간에서의 작업평면,스케치,참조 파일을 활용한 초기 작업 준비 . Autodesk Inventor를 사용하여 하향식 설계. 삽입 볼트,넛트,스프링 등 컨텐츠 라이브러리 삽입. Who this Video is for 이 비디오는 대학생,직장인이 컴퓨터를 이용하여 AutoCAD and Inventor로 설계를 할수 있도록 되었습니다. 이전에 cad에 대한 별도의 지식을 필요로 하지는 않습니다. Contents Introduction: Getting Started 1. Drawing properties settings 2. Edit blocks 3. Add purchases 4. Add symmetry 5. Separate components 6. Create design view representation 7. Create extrude feature 8. Moving body modification 9. Create holes 10. Grip snap position 11. Setting application options 12. Degraded components 13. Components placement to origin
Cinema 4D Lite Tutorial | Modelling Surfaces With HyperNURBS
Want all of our free Cinema 4D Lite training videos? Download our free iOS app at https://itunes.apple.com/ca/app/video-training-courses-from/id418130423?mt=8 More details on this Cinema 4D Lite training can be seen at http://www.infiniteskills.com/cinema-4d-lite/. This clip is one example from the complete course. For more free Cinema 4D tutorials please visit our main website. YouTube: https://www.youtube.com/user/OreillyMedia Facebook: https://www.facebook.com/OReilly/?fref=ts Twitter: https://twitter.com/OReillyMedia Website: http://www.oreilly.com/
Tips and Tricks for scaling objects in Zbrush
NOTICE: This method is replaced by using the 3D Gizmo which is much easier and straightforward to use.
Views: 26315 Ryan Kittleson
Textures - Unity Official Tutorials
Watch this video in context on Unity's learning pages here - http://unity3d.com/learn/tutorials/modules/beginner/graphics/textures What are Textures? How does Unity use and import them? Help us caption & translate this video! http://amara.org/v/V6by/
Views: 195923 Unity