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/?cat=16 18-09-2007 14:06:33
tire Page 1
tutorials |
make a tire in cinema 4d xl
OK, this is a technique I picked up in a thread at so I
can't take any credit for devolping it, and if you're more than average in
Cinema you probably know about it anyway. What we're gonna do is
make a segment of a tire, make duplicates of this segment, add a Bend
deformer and drop the whole package in a HyperNURBS. I'm not gonna
guide you throgh every single step but rather focus on the technique
itself. You should be somewhat familiar with the functions of adding and
bridging points.
Load the reference image in the Luminosity-channel and take a note
on the size of the image. Then create a cube and give it corresponding
values in the X- and Y-fields. Set Z to 1. Assign the cube the material
with the default mapping type, UVW -- you want the reference image
displayed on the front of the cube so that you can work from the Front
viewport and with UVW the image will place itself properly.
Then move the cube 1 or 2 units backwards on the Z-axis. Why? In
the next step you're gonna create a Polygon Object and start adding
points and if you keep the cube at 0 on the Z-axis you points will be
placed visually "inside" the cube. The points will be created at Z=0 and
you don't want that space occupied by the cube. So change the cube's
Z-position from 0 to 2.
orials/tire_tut/ 18-09-2007 14:06:33
tire Page 2
Create a Polygon Object (Objects>Polygon Object). Nothing in your
viewport will change but in the Object Manager a new Polygon Object
is visible so double-click it and name it "Segment". Switch to Front
view, zoom in on the profile, make sure you're in Points mode and that
you have Segment as the active object.