时长7h 包含项目文件 2560X1440 MP4 大小解压后:4.72G
语言:英语+中英文字幕(云桥CG资源站 机译)
信息:
三维建模很难,有时不必要的不合作。很多事情都可能偏离轨道。即使你对Blender中的3D建模感到或多或少的舒服,但总有更多的事情会破坏乐趣。
Blender中常见的三维建模问题
一个细分的物体坍塌成一个不成形的混乱
拓扑失控
非流形几何
布尔运算破坏了拓扑
有些模型只是爆炸(由于修改器堆栈中的错误)
斜面过冲
导出的模型已损坏
太多多边形,甚至无法移动顶点
…或者Blender只是崩溃
我们相信其中一些问题听起来很熟悉。我们称之为《来自地狱的50个建模问题》。
目录:
00 _简介
子视图模型折叠后
02 _选择循环
支持循环不遵循我的主循环
a _ 04 _ Z-格斗
A _ 05 _接缝
06 _皱纹
A _ 07 _我应该避开电线杆吗
08 _向曲面添加环
09 _只在一个地方添加细节
B _ 01 _不可见多边形
B _ 02 _多面外观
B_03_Autosmooth已锁定
B _ 04 _平滑底纹太平滑
B _ 05 _平滑底纹平坦
B _ 06 _更改斜面轮廓,不编辑多边形
C _ 01 _将细节切割成曲面
C _ 02 _半车半煎饼
C _ 03 _恢复细分
C _ 04 _我仍然得到细分收缩
C _ 05 _三角楔
D _ 01 _图标和图案
D _ 02 _像花键一样弯曲高聚电缆
D _ 03 _磨平电线
01 _平面有毛刺
E_02_ZBrush不读Blender ngons
03 _模型变形方式难看
E _ 04 _我的网满是ngons
E _ 05 _全方形斜面不好
F _ 01 _我一定要把所有东西都网格化吗
F _ 02 _旋转细节-网格级别
F _ 03 _旋转细节-对象级别
汽车曲线不够平滑
将高多边形网格映射到曲面
F _ 06 _修改器不能像预期的那样工作
F _ 07 _变形复合对象
F _ 08 _使几何体更厚
F _ 09 _镜像网格自相交
F _ 10 _镜像切片平面
G _ 01 _如何切片面板
02 _布尔非水密
03 _布尔工作流效率低
G _ 04 _如何集成插头
G_05_Kitbash对象看起来不合适
06 _高聚布尔使斜切变得不可能
布尔运算后的g _ 07 _ Sudbov
08 _模型缩进
H _ 01 _宽斜面问题
H _ 02 _倒角后的工件第1部分
倒角后的H _ 03 _工件第2部分
H _ 04 _无法倒角
05 _可变半径圆角搅拌机
有史以来的第一个问题
I _ 02 _在对象之间对齐面
J _ 01 _物体漏光
J _ 02 _网格交点
01 _拉直一条边
02 _放样形状
03 _多角度凹槽
04 _交换网格
01 _减少圆柱体上的多边形数
L _ 02 _如何提取一片网格
从子网格中提取
L _ 04 _网文很恐怖
在不改变曲率的情况下优化四边形网格
M_01_Mesh多边形太多
M _ 02 _ wth是我的场景
03 _使用修改器移动复合对象
01 _导出的网格看起来不像预期的那样
O _ 01 _模型详细切口
o02将拓扑旋转45度
O _ 03 _模型结构框架第1部分
O _ 04 _模型结构框架第2部分
O _ 05 _模型结构框架第3部分
06 _制作转角第1部分-制作90°转角
07 _制作转角零件2 -更多转角
08 _制作转角零件3 -随机角度转角
09 _制作边角第4部分-程序边角
O _ 10 _制作角部第5部分-成角度的框架
模型在渲染时看起来不同
P _ 02 _投影拓扑拧紧
文件已损坏
Ref _ 01 _减少多计数
WTH _ 01 _一切都是布
WTH _ 02 _什么
Duration 7h Project Files Included MP4
Info:
3D modeling is hard, sometimes needlessly uncooperative. So many things can go OFF THE RAILS. Even if you feel more or less comfortable with 3D modeling in Blender, there are always more things that can spoil the fun.
Common 3D Modeling Problems in Blender
A subdivided object collapsing into a shapeless mess
Topology going haywire
Non-manifold geometry
Boolean ops ruin the topology
Some models just explode (due to an error in the modifier stack)
Bevels overshooting
Exported models are broken
Too many polygons to even move a vertex
…or Blender just crashes
We’re sure some of these issues sound familiar to you. We call it 50 Modeling Issues from Hell.
Gumroad – 50 Issues from Hell from Creative Shrimp
00_Introduction
A_01_After subdiv model collapses
A_02_Selecting a loop
A_03_Supporting loops dont follow my main loop
A_04_Z-Fighting
A_05_Seams
A_06_Wrinkles
A_07_Should I avoid poles
A_08_Adding loops to curved surfaces
A_09_Adding detail in just one place
B_01_Invisible polygons
B_02_Faceted look
B_03_Autosmooth is locked
B_04_Smooth shading is too smooth
B_05_Smooth shading is flat
B_06_Change bevel profile without editing polys
C_01_Cutting details into curved surfaces
C_02_Half car half pancake
C_03_Revert subdivision
C_04_Im still getting subdivision pinching
C_05_Triangular wedge
D_01_Icons and patterns
D_02_Bend high poly cable like a spline
D_03_Smooth out wires
E_01_Flat ngon surface is glitchy
E_02_ZBrush doesnt read Blender ngons
E_03_Model deforms in ugly way
E_04_My mesh full of ngons
E_05_All quad doesnt bevel well
F_01_Do I have to mesh everything
F_02_Rotary details – mesh level
F_03_Rotary details – object level
F_04_Automotive curves arent smooth enough
F_05_Map highpoly mesh to curved surface
F_06_Modifiers dont work as expected
F_07_Deform compound object
F_08_Make geometry thicker
F_09_Mirrored mesh intersects itself
F_10_Mirror slicing plane
G_01_How to slice panel
G_02_Boolean non water tight
G_03_Boolean workflow is inefficient
G_04_How do you integrate plugs
G_05_Kitbash object looks out of place
G_06_High poly boolean makes beveling impossible
G_07_Subdiv after boolean
G_08_Model indentation
H_01_Problem with wide bevels
H_02_Artifacts after beveling part 1
H_03_Artifacts after beveling part 2
H_04_Impossible to bevel
H_05_Variable radius fillets Blender
I_01_No1 problem of all time
I_02_Align faces between objects
J_01_Object light leak
J_02_Mesh intersection
K_01_Straighten an edge
K_02_Lofting shapes
K_03_Multi-angled groove
K_04_Swap the mesh
L_01_Reducing polycount on a cylinder
L_02_How to extract piece of mesh
L_03_Extracting from a subd mesh
L_04_Meshed text is horrible
L_05_Optimize a quad mesh without altering curvature
M_01_Mesh has too many polygons
M_02_wth is with my scene
M_03_Move compound objects with modifiers
N_01_Exported mesh looks not as intended
O_01_Model detailed cutouts
O_02 Rotate topology 45 degrees
O_03_Model structural frame part 1
O_04_Model structural frame part 2
O_05_Model structural frame part 3
O_06_Making corners part 1 – modeling a 90 corner
O_07_Making corners part 2 – more corners
O_08_Making corners part 3 – random angled corners
O_09_Making corners part 4 – procedural corners
O_10_Making corners part 5 – an angled frame
P_01_Model looks different on render
P_02_Projected topology is screwed
P_03_The file is corrupted
Ref_01_Reducing polycount
WTH_01_Everything is cloth
WTH_02_What the
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