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3D機(jī)械設(shè)計(jì)的過程—第1部分

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Krakatoa粒子

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Krakatoa粒子教程講解了Krakatoa如何制作數(shù)十億的粒子進(jìn)行渲染管理留下陰影。讓人物破碎成煙霧的教程。

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在本教程中,我們將學(xué)習(xí)如何在SketchUp,KeyShot和Photoshop中完成機(jī)械設(shè)計(jì)的組合。 我們將討論設(shè)計(jì)機(jī)械的過程,將縮略圖開發(fā)成詳細(xì)的草圖。 您將會了解如何使用它們的重要SketchUp插件工具,如何使用它們的示例,重要的建模技巧和如何實(shí)現(xiàn)某些形狀結(jié)果的演示。 在下一篇文章中,我們將使用完成的模型到KeyShot中添加材料,進(jìn)行渲染,然后使用基本的照片合成技術(shù)在Photoshop中完成圖像。

In this tutorial, we will learn how to complete a portfolio piece of a mech design in SketchUp, KeyShot and Photoshop. We'll talk about the process of designing the mech, developing thumbnails into a detailed sketch. You'll be introduced to essential SketchUp plugin tools needed for following the tutorial, examples of how to use them, important modeling tricks and demonstrations of how to achieve certain shape results. In the next article, we'll take the completed model into KeyShot to add materials, make a render, and then finish the image in Photoshop using basic photo-compositing techniques.


Before I even start making thumbnails, I usually research online for inspiration, especially when I don't have a specific idea in mind. I look into references that have a lot of mechanical parts. I sometimes just draw from references to build an almost subconscious awareness of how the mechanical parts distribute, and are concealed and exposed. To name a few good references: DARPA robots and drones, car assembly machines, sand buggies, garden machinery, generators, street-cleaning machines, and so on.

在我開始制作縮略圖之前,我通常在網(wǎng)上研究靈感,特別是當(dāng)我沒有具體的想法。 我看看有很多機(jī)械部件的參考。 我有時(shí)只是從參考中提取,建立一個(gè)幾乎潛意識的機(jī)械部件如何分布,被隱藏和暴露。 列舉幾個(gè)好的參考:DARPA機(jī)器人和無人機(jī),汽車裝配機(jī),沙灘車,園林機(jī)械,發(fā)電機(jī),街道清潔機(jī)等。

I also pay attention to where the power source might be located and how big it has to be to move the machine, and what elements such vents, wires, hydraulics, rivets, joints, handles and sensors look like and where they're located. Collecting this information is like preparing all the carving tools and materials when sculpting. I know where to put what, so the design not only looks cool but makes sense, without me having to stop too often from the creative process to go back to look up things that I might be able to use.

我還要注意電源的位置以及移動機(jī)器的大小,以及這些通風(fēng)口,電線,液壓系統(tǒng),鉚釘,接頭,手柄和傳感器等元件以及它們所在的位置。 收集這些信息就像在雕刻時(shí)準(zhǔn)備所有的雕刻工具和材料。 我知道在哪里放什么,所以設(shè)計(jì)不僅看起來很酷但有意義,沒有我不得不停止太頻繁的創(chuàng)作過程,去回去查找我可以使用的東西。


Step 01 Thumbnails
步驟01縮略圖

The point of thumbnailing is to figure out an interesting and exciting silhouette which will define the general shape of the final design. Since we are designing something mechanical, there are a few things we should ask when doing thumbnails. Is this mech bipedal or quadrupedal? How does it move? Does it use weapons? What is it for?

縮略點(diǎn)是找出一個(gè)有趣和令人興奮的剪影,將定義最終設(shè)計(jì)的一般形狀。 由于我們正在設(shè)計(jì)機(jī)械的東西,在做縮略圖時(shí),我們應(yīng)該問一些事情。 這是兩足動物還是四足動物? 它如何移動? 它使用武器嗎? 它是什么?


These basic questions define how the 'big chunks' of the silhouettes are arranged and proportioned. When I am doing mine, I like to think about if it's an attack mech; where the weapons might go and what kind of weapons they are; I like to think about how the 'head', 'body' and 'legs' would co-ordinate in order for the mech to move. Try to think about the mech in motion to get a better grasp on the overall arrangement and proportion of all the parts. A useful tip to keep in mind is the common rule for proportioning the overall look of the parts. I always have big, middle-sized, and small parts. As my mentor told me, treat it like the proportion of the layers of a cake. The final touch will be the tiny cherry decorations! In a mech design, the 'cherries' can be lights, rivets, pipes, wires or handles.

這些基本問題定義了剪影的“大塊”如何排列和成比例。 當(dāng)我在做我的,我喜歡想想如果這是一個(gè)攻擊機(jī)械; 在那里武器可能是什么樣的武器, 我喜歡考慮“頭”,“身體”和“腿”如何協(xié)調(diào),以使機(jī)械移動。 嘗試考慮機(jī)械運(yùn)動,以更好地掌握所有部件的整體布置和比例。 要記住的一個(gè)有用的提示是部分的整體外觀的比例的通用規(guī)則。 我總是有大,中型和小部件。 正如我的導(dǎo)師告訴我,把它當(dāng)作蛋糕層的比例。 最后的觸摸將是小櫻桃裝飾! 在機(jī)械設(shè)計(jì)中,“櫻桃”可以是燈,鉚釘,管道,電線或把手。


Step 02: Detailed sketch
步驟02:詳細(xì)草圖

After I finish the thumbnails, I move on to interpret the chosen one as a perspective drawing. The method I use allows me to gradually flesh out all the details with 'layered thinking'.

在我完成縮略圖后,我繼續(xù)解釋所選擇的作為透視圖。 我使用的方法允許我逐漸豐富所有的細(xì)節(jié)與'分層思維'。


In #1, I rough out the general shape of the design in perspective and some ideas of the overall structure. In order to translate the design from the thumbnails, I think about the 'big chunks' in perspective, such as the big rectangular shape on its back. I also mirror the legs.

在#1中,我粗略地概述了設(shè)計(jì)的總體形狀的透視和一些整體結(jié)構(gòu)的想法。 為了從縮略圖翻譯設(shè)計(jì),我想到了“大塊”的透視,如背面的大矩形形狀。 我也鏡像腿。


I pay attention to how the joints are connected and use circles to indicate them. I also roughly think about how I'd like the 'head' or the front part of the mech to look, since it will be the focal point of the design.

我注意如何連接關(guān)節(jié)和使用圓圈來表示他們。 我也粗略地想想我會如何看待“頭”或機(jī)械的前面部分,因?yàn)樗鼘⑹窃O(shè)計(jì)的焦點(diǎn)。


In #2, I further define and develop the look of the big parts and important joints, such as subdividing or cutting out the shapes and editing cut lines. I also start to think about the decorative 'cherry' parts, such as where to put handles, wires and rivets.

在#2中,我進(jìn)一步定義和發(fā)展大部件和重要關(guān)節(jié)的外觀,例如細(xì)分或切割形狀和編輯切割線。 我也開始考慮裝飾的“櫻桃”部分,例如把手柄,電線和鉚釘在哪里。


In #3 and #4, I use a new paper and start to really define all the details. After I am satisfied, I add some basic shadow to see how the overall shapes will feel in 3D. For the mechanisms of the joints, aside from following the thumbnails, I sometimes experiment with ideas by drawing simple cylinders and boxes to see what other possibilities are.

在#3和#4,我使用一個(gè)新的文件,開始真正定義所有的細(xì)節(jié)。 在我滿意之后,我添加一些基本陰影,以了解整體形狀在3D中的感覺。 對于關(guān)節(jié)的機(jī)制,除了跟隨縮略圖之外,我有時(shí)通過繪制簡單的圓柱和方框來實(shí)驗(yàn)想法,以查看其他可能性。


Step 03: Important SketchUp plugins and customized interface
步驟03:重要的SketchUp外掛程式和自訂介面

I'd like to mention a few necessary plugins for accomplishing this tutorial. All the plugins I mention can be found on SketchUcation, a free online SketchUp plugin community.

我想提一些必要的插件來完成本教程。我提到的所有插件都可以在SketchUcation上找到,SketchUcation是一個(gè)免費(fèi)的在線SketchUp插件社區(qū)。


I install their Plugin Store tool so I can easily find and directly install plugins to SketchUp without having to go through the process of manually installing and downloading them from the web. The SketchUcation Plugin Store tool can now be found under the Extensions tab. The essential plugins for this tutorial are FredoScale, JointPushPull, Round Corner, and BoolTools.

我安裝了他們的插件商店工具,以便我可以輕松地找到并直接安裝插件到SketchUp,而無需經(jīng)過手動安裝和從網(wǎng)站下載它們的過程。 SketchUcation插件庫工具現(xiàn)在可以在擴(kuò)展選項(xiàng)


卡下找到。本教程的基本插件是FredoScale,JointPushPull,Round Corner和BoolTools。

All the above plugins are free except for BoolTools, which is released by smustard.com and costs ten bucks. However, it's worth having.

所有上面的插件是免費(fèi)的,除了BoolTools,這是由smustard.com發(fā)布,價(jià)格十塊錢。但是,值得擁有。


After installing all the essential plugins, it's time to customize the interface by going to View > Toolbars. Except for the above-mentioned plugins, I usually also turn on Shadows, Measurements, Construction, Drawing, Solid Tools, Styles, Views, and Warehouse.

安裝所有必要的插件后,現(xiàn)在是時(shí)間來自定義界面轉(zhuǎn)到視圖>工具欄。除了上面提到的插件,我通常還打開陰影,測量,構(gòu)造,繪圖,實(shí)體工具,樣式,視圖和倉庫。


Since I like to model in Parallel Projection mode (found under the Camera tab), it's convenient to have the Views tool on, so I can change to different views to check my design. Having the Styles tool on is handy too, because sometimes I need to adjust geometries or components that are hidden. With the Styles tool on, I can switch between shaded mode and X-Ray mode.

由于我喜歡使用平行投影模式(位于“相機(jī)”標(biāo)簽下)進(jìn)行建模,因此可以方便地啟用“視圖”工具,因此我可以更改為不同的視圖來檢查我的設(shè)計(jì)。打開樣式工具也很方便,因?yàn)橛袝r(shí)候我需要調(diào)整隱藏的幾何圖形或組件。打開“樣式”工具后,我可以在陰影模式和X射線模式之間切換。


In addition, since I use SketchUp Make instead of SketchUp Pro, I can't export models to OBJ files with the default options, so I get SketchUcation's OBJ Exporter plugin in order to do so.

此外,由于我使用SketchUp Make而不是SketchUp Pro,我無法使用默認(rèn)選項(xiàng)將模型導(dǎo)出到OBJ文件,因此我得到了SketchUcation的OBJ Exporter插件。

Step 04: Blocking in
步驟04:阻止

I start to block in the big chunks of the design. I overlook all the details or subdivided shapes at this point and just try to get the proportion of the design the way I want. I save a cube and a cylinder to my component library (fig.04b) so I can simply drag them into the scene, scale and rotate them for blocking in. This way, the work process will be much faster and easier, and the components won't 'stick' to each other (if the geometries are not components or in groups, SketchUp automatically merges any connected parts). I carve out the big general shape of the head part, which is the focal point, to get a good feeling of how the overall silhouette of the model would look. I mimic what other 3D programs have and make components on both sides by flipping one side to mirror it on the other.

我開始阻止在設(shè)計(jì)的大塊。我忽略了所有的細(xì)節(jié)或細(xì)分的形狀在這一點(diǎn),只是試圖得到設(shè)計(jì)的比例,我想要的方式。我將一個(gè)立方體和一個(gè)圓柱體保存到我的組件庫(圖0.04b),所以我可以簡單地將它們拖放到場景中,縮放和旋轉(zhuǎn)它們以阻塞。這樣,工作過程會更快更容易,將不會“相互”(如果幾何不是組件或組,SketchUp自動合并任何連接的部分)。我雕刻出頭部的大的一般形狀,這是焦點(diǎn),以獲得如何模型的整體輪廓看起來很好的感覺。我模仿什么其他3D程序有,并通過翻轉(zhuǎn)一面鏡像它在另一邊的兩側(cè)組件。


After finishing the initial blocking-in, I make the cubes and cylinders 'unique' in order to further detail the shapes of the different parts without changing the shapes of the others (fig.04c). This is a very important action that I need to constantly remember to do. Without it, if I modify one component, I would then affect the other components which are recognized by SketchUp as being its duplicates.

在完成初始阻擋之后,我使立方體和圓柱體“獨(dú)特”,以便進(jìn)一步詳細(xì)描述不同部分的形狀,而不改變其他部分的形狀(圖0.04c)。這是一個(gè)非常重要的行動,我需要不斷記住去做。沒有它,如果我修改一個(gè)組件,我會影響其他組件,它們被SketchUp識別為它的副本。

Step 05: Starting to add details
步驟05:開始添加詳細(xì)信息

After establishing the general proportion and shapes, I start to dig into the focal point, which is the head and front area. At this point, I still don't get too detailed with tiny rivets or handles, but pay more attention to the subdivided shapes of each big chunk. The advantage of making different parts into components comes in again, because I can still easily modify each part, even when it is hidden by other parts, by duplicating it and dragging it to an empty area and modifying on the duplicate (fig.05b).

在建立了一般的比例和形狀后,我開始挖入焦點(diǎn),這是頭部和前部區(qū)域。 在這一點(diǎn)上,我仍然不會太細(xì)致的小鉚釘或手柄,但更多地注意每個(gè)大塊的細(xì)分的形狀。 將不同部分組成組件的優(yōu)點(diǎn)再次出現(xiàn),因?yàn)槲胰匀豢梢暂p松地修改每個(gè)部分,即使它被其他部分隱藏,通過復(fù)制它并將其拖動到空白區(qū)域并在副本上進(jìn)行修改(圖05b) 。


I use the Tapering tool in the FredoScale plugin to make a component slant without messing up the geometries (fig.05c). The same tool can be used to taper a component as the name says (fig.05d). The power of the FredoScale plugin is to modify the general shape of a selected area without messing up with the geometries, in most cases, and can achieve results very fast.

我使用FredoScale插件中的Tapering工具使組件傾斜,而不會弄亂幾何體(圖05c)。 相同的工具可用于逐漸縮小組件,如名稱所示(圖05d)。 FredoScale插件的功能是在大多數(shù)情況下修改所選區(qū)域的大體形狀,而不會弄亂幾何圖形,并且可以非常快速地實(shí)現(xiàn)結(jié)果。

圖5a - 向關(guān)鍵區(qū)域添加更多細(xì)節(jié)

圖5b - 復(fù)制一個(gè)片段并將其移出以便于編輯

圖5c - 使用FredoScale制作傾斜區(qū)域

圖5d - 使用FredoScale的Tapering工具

Step 06: Adding further details
步驟06:添加更多詳細(xì)信息

I also use the technique of intersecting faces to carve out certain shapes while not messing up the geometry of the component. I first put in the shape of the part that I want to cut out from the shape that is in the component. I then select them all and right-click to find the Intersect Faces option. I choose 'with Selection' to cut the geometries. However, since I am editing inside the component, it doesn't really matter which option I choose. They will all do the same thing. However, if I am editing outside a component, then the result will be only the cut lines of the intersecting components instead of really cutting the geometries (fig.06a). I then remove the part that I don't want and seal the geometry (fig.06b).

我也使用相交面的技術(shù)來雕刻出某些形狀,而不會弄亂組件的幾何形狀。我首先把零件的形狀,我想從組件中的形狀切出。然后我選擇它們,右鍵單擊找到相交面選項(xiàng)。我選擇“與選擇”切割幾何。但是,由于我在組件內(nèi)部編輯,所以我選擇哪個(gè)選項(xiàng)并不重要。他們都會做同樣的事情。然而,如果我在組件外部編輯,則結(jié)果將只是交叉分量的切割線,而不是真正切割幾何形狀(圖0.06a)。然后我刪除我不想要的部分,并密封幾何(圖0.06b)。


A way of cutting geometries outside of components or groups is by using the BoolTools plugin. Here I use the Difference tool to cut out the shape I don't want (fig.06c). The icons of the BoolTool clearly show the function of each subtool. After getting to a certain degree of detailing, I change to a side view to make sure that the upper-front part of the mech won't cut into the parts on the sides when it's turning around (fig.06d).

一種在組件或組之外切割幾何體的方法是使用BoolTools插件。在這里,我使用差異工具剪出我不想要的形狀(Fig.06c)。 BoolTool的圖標(biāo)清楚地顯示了每個(gè)子工具的功能。在達(dá)到一定程度的細(xì)節(jié)之后,我改變?yōu)閭?cè)視圖,以確保機(jī)器的上前部分在轉(zhuǎn)向時(shí)不會切入側(cè)面的部分(圖0.06d)。

圖6a - 切割幾何形狀

圖6b - 移除不需要的幾何

圖6c - 使用BoolTools切割幾何


圖6d - 檢查機(jī)構(gòu)在配置文件中的外觀

Step 07: Creating handles and arched panels
步驟07:創(chuàng)建手柄和拱形面板

This step is more about showing a couple of tricks and techniques that help me get certain shapes that I want. For creating handles, I first draw a circle, then find its center and draw the path along which I want my handle to follow, and then use the Follow Me tool to finish the tube (fig.07b). I finish the handle in an empty area so I can see better, then make it a component before bringing it back to the model. All the wires, handles, tubes and pipes can be achieved using this technique.

這一步更多的是展示一些技巧和技巧,幫助我得到我想要的某些形狀。為了創(chuàng)建手柄,我首先畫一個(gè)圓,然后找到它的中心,繪制我想要我的句柄沿著的路徑,然后使用跟隨工具完成管(圖0.07b)。我在一個(gè)空的區(qū)域完成句柄,所以我可以看得更好,然后使它成為一個(gè)組件,然后再帶回模型。所有的電線,手柄,管和管道可以使用這種技術(shù)實(shí)現(xiàn)。


Sometimes I want a covering panel slightly above the body but with exactly the same arch or shape. In order to achieve that, I first duplicate the face which has the arch I want, and elongate it (fig.07c). After that, the powerful plugin JointPushPull comes in to help me thicken the surface. It allows me to push/pull a surface that is not flat (fig.07d).

有時(shí)我想要一個(gè)覆蓋面板略高于身體,但具有完全相同的拱或形狀。為了實(shí)現(xiàn)這一點(diǎn),我首先復(fù)制有我想要的拱的臉,并伸長它(圖07c)。之后,強(qiáng)大的插件JointPushPull進(jìn)來幫助我加厚表面。它允許我推/拉不平坦的表面(圖07d)。


However, I decide to tweak the shape a little bit, again using the Tapering tool in FredoScale. I want the axes to follow the slant degree of the panel, so I click on an edge that has a similar slant degree to redefine the scaling axes (fig.07e) .

但是,我決定稍微調(diào)整一下形狀,再次使用FredoScale中的Tapering工具。我想要軸遵循面板的傾斜度,因此我點(diǎn)擊具有類似傾斜度的邊緣以重新定義縮放軸(圖0.07e)。

圖7a - 將手柄和拱門細(xì)節(jié)添加到機(jī)械

圖7b - 使用跟隨工具創(chuàng)建手柄

圖7C-復(fù)制和放大現(xiàn)有的面以創(chuàng)建拱形件

圖7d - 使用JointPushPull插件加厚拱

圖7e - 調(diào)整傾斜件的定標(biāo)軸


Step 08: Further detailing and mechanism logic
步驟08:進(jìn)一步的細(xì)節(jié)和機(jī)制邏輯

I further detail the front part and the middle body with other techniques. Here I use the Arch tool to connect arches with different degrees to create the result I want (fig.08b). Here I also use a technique to create the thickness of certain portions of a handle. I first use the Intersect tool to create cut lines, and then use JointPushPull to create the thickness. (fig.08c)

我進(jìn)一步詳細(xì)的前部和中間身體與其他技術(shù)。這里我使用Arch工具連接不同程度的拱,以創(chuàng)建我想要的結(jié)果(Fig.08b)。這里我還使用一種技術(shù)來創(chuàng)建手柄的某些部分的厚度。我首先使用相交工具創(chuàng)建切割線,然后使用JointPushPull創(chuàng)建厚度。 (圖0.08c)


I also want to create an indentation on a slanted surface with the same slanting degree. I first use the Follow Me tool to create the indentation (fig.08d). I then use the Intersect Faces tool to cut the geometries and delete any unwanted bits that I don't want (fig.08e).

我還想在傾斜表面上創(chuàng)建具有相同傾斜度的縮進(jìn)。我首先使用Follow Me工具創(chuàng)建縮進(jìn)(Fig.08d)。然后我使用相交面工具剪切幾何形狀,并刪除任何不需要的位,我不想要的(圖0.08e)。


An important thing to keep in mind when interpreting a 2D mech design into a 3D model is how different parts are connected, and if they can move without cutting into each other. When I design and model, I mentally assign certain parts to certain groups, such as the 'thigh' group, the 'joint' group and the 'leg' group, to make sure that they're connected in a way that can move, no matter how complex the structures are. Once things are broken down into different groups, I know that I can pay more attention to how to make the 'joint' groups functional and have more fun with the shapes of the other parts.

在將2D機(jī)械設(shè)計(jì)解釋為3D模型時(shí),要記住一件重要的事情是如何連接不同的部件,以及如果它們可以移動而不相互切割。當(dāng)我設(shè)計(jì)和建模時(shí),我精神上將某些部分分配給某些組,例如“大腿”組,“關(guān)節(jié)”組和“腿”組,以確保它們以可移動的方式連接,無論結(jié)構(gòu)多么復(fù)雜。一旦事情被分解成不同的組,我知道我可以更加注意如何使“聯(lián)合”組功能和更多的樂趣與其他部分的形狀。

圖8a-進(jìn)一步詳細(xì)說明

圖8b - 使用Arch工具連接拱門

圖8c - JointPushPull再次動作

圖8d - 使用跟隨工具創(chuàng)建縮進(jìn)

圖8e - 切割和刪除不需要的幾何

Step 09: Hidden joints
步驟09:隱藏關(guān)節(jié)

After finishing most parts of the front portion of the mech, I start to think about the joints between the main body and the front legs. These joints are hidden from a three-quarter view beauty shot, but are essential to the mechanism of the front legs.

在完成機(jī)器前部的大部分部分后,我開始考慮主體和前腿之間的關(guān)節(jié)。 這些關(guān)節(jié)從四分之三視角的美麗鏡頭隱藏,但是對前腿的機(jī)制是至關(guān)重要的。


I block in some cylinders and boxes to settle the mechanism, which should allow the legs to move both up and down, left and right. Then I detail the shapes of the parts to make them more than just primary shapes (fig.09a). A small trick I use here to get a bevel corner on an irregular shape is by using the Intersection Faces tool and sealing the holes later (fig.09b).

我阻塞在一些氣瓶和箱子,以解決機(jī)制,這應(yīng)該允許腿向上和向下,左和右移動。 然后我詳細(xì)描述部件的形狀,使它們不僅僅是主要的形狀(Fig.09a)。 我在這里使用一個(gè)小技巧在不規(guī)則形狀上獲得一個(gè)斜角是通過使用交叉面工具,然后密封孔(圖09b)。

圖9a - 更詳細(xì)的接頭的建模

圖9b - 使用交叉面添加斜面細(xì)節(jié)

Step 10: Back legs
步驟10:后腿

It's time to get to the back legs. There is a lot of fine tweaking to the model and I don't follow exactly how the original sketch looks, especially with the ankle parts. I rearrange how the panels are overlapping each other, so I can get a look as close to the sketch as possible while not making the legs too thin and narrow. This is a situation I often encounter when interpreting 2D design to 3D; the width of a part of a sketch on paper is often not really the same case when it's modeled. 是時(shí)候到后腿了。 有很多精細(xì)的調(diào)整到模型,我不能準(zhǔn)確地跟隨原始草圖的外觀,特別是與踝部分。 我重新排列面板如何彼此重疊,所以我可以看看盡可能接近草圖,而不是使腿太薄和狹窄。 這是我在將2D設(shè)計(jì)解釋為3D時(shí)經(jīng)常遇到的情況; 紙上草圖的一部分的寬度在建模時(shí)通常不是真的相同的情況。


I adjust the proportion of the back legs because I imagine this mech has a strong jumping mechanism that resembles a hunting animal. I start to have a rough idea about the exact usage of this mech; more for scouting in a small area. In many cases, a design that mimics a function in nature is usually appealing because of its relatability.

我調(diào)整后腿的比例,因?yàn)槲蚁脒@個(gè)機(jī)械有一個(gè)強(qiáng)大的跳躍機(jī)制,類似于一個(gè)狩獵動物。 我開始對這個(gè)機(jī)械的確切用法有一個(gè)粗略的想法; 更多的在一個(gè)小區(qū)域偵察。 在許多情況下,模擬自然功能的設(shè)計(jì)通常是吸引人的,因?yàn)樗南鄬π浴?/p>

Step 11: Back legs, continued
第11步:后腿,繼續(xù)

I use a couple of tricks to get certain shapes. For the small panel extruding from the joints, I first draw a rectangle, and then cut out the shape on the rectangle (fig.11a). I finish the panel by pushing out the thickness.

我使用幾個(gè)技巧來獲得某些形狀。 對于從接頭處擠出的小面板,我首先繪制一個(gè)矩形,然后切出矩形上的形狀(圖11a)。 我通過推出厚度完成面板。


I also want to create an offset continuation on an irregular and slanted surface. Therefore, I first use the Offset tool to offset the edges I want, and then I draw the construction lines from the points. In order to connect the construction lines, I draw along the line I already have and find the pink indicating line, which means the new portion of the line is on the same path. Eventually, I connect all the points and create faces (fig.11b).

我還想在不規(guī)則和傾斜的表面上創(chuàng)建一個(gè)偏移延續(xù)。 因此,我首先使用偏移工具來偏移我想要的邊,然后從點(diǎn)繪制構(gòu)造線。 為了連接建筑線,我沿著我已經(jīng)有的線繪制,找到粉紅色的指示線,這意味著線的新部分在同一路徑上。 最后,我連接所有點(diǎn)并創(chuàng)建面(圖11b)。

圖11a-在這個(gè)階段的機(jī)械的細(xì)節(jié)水平

圖11b - 從上到下:繪制構(gòu)造線,找到粉紅線,并連接點(diǎn)以創(chuàng)建面

Step 12: Wrapping up details
步驟12:結(jié)束細(xì)節(jié)

Here I like to mention a few tricks and a plugin that are useful for adding the 'cherries' on top, or the details such as rivets, small and repetitive indentations, bevels on an irregular shape, and smooth bevels on edges. I created and saved a rivet to my component library right at the beginning, so now I simply drag and drop it every time I need it.

在這里,我想提一些技巧和插件,有用的添加“櫻桃”頂部,或細(xì)節(jié),如鉚釘,小和重復(fù)的壓痕,不規(guī)則形狀的斜面和邊緣上的光滑斜面。 我在一開始就創(chuàng)建并保存了一個(gè)鉚釘?shù)轿业慕M件庫,所以現(xiàn)在我只需拖放它每次我需要它。


To create repetitive indentations with the same intervals, I first draw the shape of the first indentation, and then duplicate it by holding Ctrl while using the Move tool. Right after duplication, I type in '3/' to create two duplicates in between (fig.12b). '3/' means 'divide the interval by three'.

要使用相同的間隔創(chuàng)建重復(fù)縮進(jìn),我首先繪制第一個(gè)縮進(jìn)的形狀,然后在使用“移動”工具時(shí)按住Ctrl的同時(shí)復(fù)制它。 在復(fù)制之后,我輸入“3 /”以在兩者之間創(chuàng)建兩個(gè)重復(fù)(圖12b)。 '3 /'表示“將間隔除以三”。


We can also duplicate right next to the original and type in '3X', which means 'make three duplicates from the original'. I then finish the indentation by using the Push/Pull tool.

我們也可以在原稿旁邊復(fù)制,并輸入“3X”,這意味著“從原稿制作三個(gè)副本”。 然后使用推/拉工具完成縮進(jìn)。

圖12a - 該階段的機(jī)械細(xì)節(jié)水平

圖12b - 復(fù)制一個(gè)片段以創(chuàng)建重復(fù)的圖案

Step 13: Refining edges with bevels
步驟13:用斜面精磨邊緣

To create a bevel on an irregular surface, instead of using 'Follow Me' as if it was on a straight edge, I use the 'Intersection Faces' tool (fig.13a).

要在不規(guī)則表面上創(chuàng)建一個(gè)斜面,而不是使用“跟隨我”,就像它在一個(gè)直邊上,我使用“交叉面”工具(圖13a)。


The plugin I use to create smooth and sophisticated narrow bevels on edges is called RoundCorner. It is simply for mimicking how, in reality, most edges of an object are not really that sharp (fig.13b).

我用來在邊上創(chuàng)建平滑和復(fù)雜的窄斜面的插件稱為RoundCorner。 它只是為了模擬如何,在現(xiàn)實(shí)中,對象的大多數(shù)邊緣不是真正那么尖銳(圖13b)。


Finally, it's time to check if the four legs can move without obstruction, and can allow the mech a reasonably smooth movement and ability to turn (fig.13c). Next time, we'll look at ID-labeling, adding materials and rendering with KeyShot, and creating a background to finish the image!

最后,是時(shí)候檢查四條腿是否可以沒有阻礙地移動,并且可以允許機(jī)械相當(dāng)平穩(wěn)的移動和轉(zhuǎn)動的能力(圖13c)。 下一次,我們將看看ID標(biāo)簽,添加材料和渲染與KeyShot,并創(chuàng)建一個(gè)背景來完成圖像!

圖13a - 使用交叉面創(chuàng)建斜邊邊緣細(xì)節(jié)

圖13b - 使用RoundCorner創(chuàng)建更平滑的斜面

圖13c - 測試四肢是否能夠無障礙地移動




clarisse搭建3D天空之城拉普達(dá)全過程 clarisse搭建3D天空之城拉普達(dá)全過程

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2839921676

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老vip

好教程 謝謝

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17年2月21日

籃球漫畫楓

籃球漫畫楓

普通會員

在朱峰社區(qū)學(xué)到了很多東西

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17年2月21日

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