Manual/PartII/Basic Mesh Modelling

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Contents

Basic Mesh Modelling

基本网格建模

In this section we will describe some of the most common Mesh editing tools: Extrude, Spin, Spin Dup, Screw and Warp.
在这一章我们将描述一些非常常用的网格编辑工具:挤压[Extrude]旋转挤压[Spin]旋转复制[Spin Dup]螺旋[Screw]环绕[Warp]


Each tool is described using a simple tutorial. Extrude is explained by going through a simple set of steps for making a sword. Spin is explained by making a simple wine glass. Spin Dup is explained by making the hour mark on a clock face. Screw is explained by literally making a screw. And finally Warp is explained by warping some 3D text.
为了让大家更容易理解每个工具的使用,将每个工具用一个简单的教程来描述。挤压是一个简单的剑建模;旋转挤压是一个简单的玻璃杯制作;旋转复制是闹钟制作;螺旋是螺丝钉的建模以及 环绕是环绕的3D文本制作。

Extrude

挤压

One tool of paramount importance for working with Meshes is the Extrude command (EKEY). This command allows you to create cubes from rectangles and cylinders from circles, as well as easily create such things as tree limbs. Although the process is quite intuitive, the principles behind Extrude are fairly elaborate as discussed below.
挤压工具(EKEY)对于多边形建模来讲是非常重要的。它允许你由矩形创建立方体以及圆形创建圆柱体,就是创建一棵树也是非常容易的。尽管这个操作过程是很直观的,但在使用 挤压工具 之前,我们还是先看看下面的阐述。

  • First, the algorithm determines the outside edge-loop of the Extrude; that is, which among the selected edges will be changed into faces. By default, the algorithm considers edges belonging to two or more selected faces as internal, and hence not part of the loop.
  • 首先,这种算法决定了是挤压封闭边;那么选择的边与挤压边之间将生成面。默认时,该算法认为边是属于两个或更多选择面的一部分;而非封闭边的一部分。
  • The edges in the edge-loop are then changed into faces.
  • 选择封闭边,也就是面,挤压生成面。
  • If the edges in the edge-loop belong to only one face in the complete mesh, then all of the selected faces are duplicated and linked to the newly created faces. For example, rectangles will result in cubes during this stage.
  • 如果选择面,那么复制选择的面并连接到新创建的面。例如:平面挤压后变成立方体。
  • In other cases, the selected faces are linked to the newly created faces but not duplicated. This prevents undesired faces from being retained 'inside' the resulting mesh. This distinction is extremely important since it ensures the construction of consistently coherent, closed volumes at all times when using Extrude.
  • 其他情况下,选择的面连接到新建的面并不复制,这是为了防止在物体内部产生不必要的面,当最后完成挤压时,再封闭的容积,而确保内部没有多余构造面。
  • Edges not belonging to selected faces, which form an 'open' edge-loop, are duplicated and a new face is created between the new edge and the original one.
  • 如果选择边,他从非封闭的边(开放边)复制并且在新建边与原始边间生成面。
  • Single selected vertices which do not belong to selected edges are duplicated and a new edge is created between the two.
  • 如果选择点,那么他将在新点与原始点之间生成边。

Grab mode is automatically started when the Extrude algorithm terminates, so newly created faces, edges, and vertices can be moved around with the mouse. Extrude is one of the most frequently used modelling tools in Blender. It's simple, straightforward, and easy to use, yet very powerful. The following short lesson describes how to build a sword using Extrude.
抓取模式是在挤压算法结束时自动启动的,因此新建面、边与点后能用鼠标移动。挤压是Blender建模中使用非常频繁的工具之一;但它使用起来简单,直接;然而也是非常强大的,下面通过一个短小的例子来学会使用挤压工具。

The Blade

剑刃

  • Start Blender and delete the default plane. In top view add a mesh circle with eight vertices. Move the vertices so they match the configuration shown in Deformed circle, to become the blade cross section..
  • 启动Blender并且删除默认的立方体。在顶视图添加八个点的圆环,移动顶点类似于下图形状。
Deformed circle, to become the blade cross section.
Deformed circle, to become the blade cross section.
  • Select all the vertices and scale them down with the SKEY so the shape fits in two grid units. Switch to front view with NUM1.
  • 选择所有点并缩放SKEY 他们,让他的外形适合于两个网格单位。切换到前视图NUM1
Extrude button in EditButtons context.
Extrude button in EditButtons context.
  • The shape we've created is the base of the blade. Using Extrude we'll create the blade in a few simple steps. With all vertices selected press EKEY, or click the {Literal|Extrude}} button in the Mesh Tools Panel of the Editing Context (F9 - Extrude button in EditButtons context.).
  • 这个外形是创建剑刃的基础。现在我们使用挤压创建剑刃。选择所有点按EKEY或按(F9单击编辑按钮窗口中的Mesh Tools面板中的{Literal|Extrude}}工具。
Extrude confirmation box.
Extrude confirmation box.
  • A box will pop up asking Ok? Extrude (Extrude confirmation box. ). Click this text or press ENTER to confirm, otherwise move the mouse outside or press ESC to exit. If you now move the mouse you'll see that Blender has duplicated the vertices, connected them to the original ones with edges and faces, and has entered grab mode.
  • 弹出一个Extrude only Edges only Vertices对话框。选择only Edges,来挤压或按ESC放弃。如果你现在移动鼠标,将看到Blender开始复制这些边,在边间生成面边接并进入到抓取模式。(注意2.40的版本与(Extrude confirmation box. )图不一样了,我是按照新版本的Blender翻译的,操作时请大家注意一下)。


The Blade
The Blade
  • Move the new vertices up 30 units, constraining the movement with CTRL, then click LMB to confirm their new position and scale them down a little bit with the SKEY (The Blade).
  • 移动新点到30单位,按CTRL来约束轴向移动,然后单击LMB来移动到新的位置,再使用SKEY来稍微缩小一下;这下完成刀身制作(The Blade)。
  • Press EKEY again to extrude the tip of the blade, then move the vertices five units up. To make the blade end in one vertex, scale the top vertices down to 0.000 (hold CTRL for this) and press WKEY>Remove Doubles (Mesh Edit Menu) or click the Rem Doubles button in the EditButtons (F9). Blender will inform you that it has removed seven of the eight vertices and only one vertex remains. The blade is complete! (The completed blade)
  • EKEY再次挤压五个单位完成剑刃;为了使剑刃末端变成一个点,缩小末端点为0。然后按WKEY在弹出的菜单中选择Remove Doubles 命令或单击编辑按钮窗口(Mesh Edit Menu)面板中的Rem Doubles按钮。Blender将提示移动几个点变成一个点的信息。这时整个剑身完成。
Mesh Edit Menu
Mesh Edit Menu
The completed blade
The completed blade


The Handle

剑柄

  • Leave edit mode and move the blade to the side. Add a UVsphere with 16 segments and rings and deselect all the vertices with the AKEY.
  • 退出编辑模式并且移动剑身到旁边。添加一个16段与环的UVsphere并用AKEY取消所有选择的点。
UV sphere for the handle: vertices to be removed
UV sphere for the handle: vertices to be removed
  • Borderselect the top three rings of vertices with BKEY and delete them with XKEY>>Vertices (UV sphere for the handle: vertices to be removed ).
  • BKEY框选球顶的三段点;按XKEY>>Vertices删除选择的点(UV sphere for the handle: vertices to be removed )。


  • Select the top ring of vertices and extrude them. Move the ring up four units and scale them up a bit (First extrusion for the handle), then extrude and move four units again twice and scale the last ring down a bit (Complete handle).
  • 选择顶部的一圈点并挤压他们(First extrusion for the handle)。向上移动四个单位并稍微放大一些,再次挤压向上移四个单位两次;然后稍微缩小一些(Complete handle)。
First extrusion for the handle
First extrusion for the handle
Complete handle
Complete handle
  • Leave EditMode and scale the entire handle down so that it's in proportion with the blade. Place it just under the blade.
  • 退出 编辑模式 并缩放整个手柄,使他适合于剑身。放置剑柄正好接在剑身下。

The Hilt

提示

By now you should be used to the 'extrude>move>scale' sequence, so try to model a nice hilt with it. Start out with a cube and extrude different sides a few times, scaling them where needed. You should be able to get something like that shown in (Complete Hilt).
现在你可以使用'extrude>move>scale' 顺序,把剑柄做的好看一点。从一个立方体开始挤压几次,缩放他们,使他们如下图所示(Complete Hilt).。

Complete Hilt
Complete Hilt

After texturing, the sword looks like (Finished sword, with textures and materials).
给他纹理后,剑的外观应如(Finished sword, with textures and materials)所示

Finished sword, with textures and materials
Finished sword, with textures and materials
As you can see, Extrude is a very powerful tool that allows you to model relatively complex objects very quickly; the entire sword was created in less than one half hour. Getting the hang of 'extrude>move>scale' will make your life as a Blender modeler a lot easier.


就像你所看到的那样,Extrude是一个非常强大的工具,允许快速的创建一个复杂的模型;整把剑建完,应该是不会花费多于半小时的时间的。

Spin and SpinDup

旋转挤压与旋转复制

Spin and Spin Dup are two very powerful modelling tools allowing you to easily create bodies of revolution or axially periodic structures.
SpinSpin Dup是两个非常强大的建模工具,它允许你轻易的旋转形体或以轴向创建有规律的结构。

Spin

旋转挤压

Use the Spin tool to create the sort of objects that you would produce on a lathe. (This tool is often called a "lathe"-tool or a "sweep"-tool in the literature, for this reason.)
使用Spin工具来创建具有相同特征的模型,这个工具在其他三维软件中被称为车旋[Lathe]工具或sweep工具。

First, create a mesh representing the profile of your object. If you are modeling a hollow object, it is a good idea to thicken the outline. (Glass profile) shows the profile for a wine glass we will model as a demonstration.
首先,创建物体的剖面图。如果你是创建一个被挖空的模型,你就得制作出一个有厚度的轮廓线。对于高脚酒杯,我们将以下面的剖面图(Glass profile)进行模型制作。

Glass profile
Glass profile

In EditMode, with all the vertices selected, access the Editing Context (F9). The Degr button in the Mesh Tools panel indicates the number of degrees to spin the object (in this case we want a full 360° sweep).
进入EditMode,全选点,按(F9)切换到Editng Context面板。设置Mesh Tools面板中的 Degr数值按钮的值为物体所有需要的旋转角度(在这种情况下需要全360度旋转)。

Spin Buttons
Spin Buttons

The Steps button specifies how many profiles there will be in the sweep (Spin Buttons).
Steps按钮指定一下旋转剖面的步幅。

Like Spin Duplicate (discussed in the next section), the effects of Spin depend on the placement of the cursor and which window (view) is active. We will be rotating the object around the cursor in the top view. Switch to the top view with NUM7.
类似于 旋转复制 (在下一章描述),Spin的效果取决于光标放置的位置与当前激活的视窗。在这里该剖面将在顶视图围绕光标旋转。用NUM7切换到顶视窗。


Glass profile, top view in edit mode, just before spinning.
Glass profile, top view in edit mode, just before spinning.
  • Place the cursor along the center of the profile by selecting one of the vertices along the center, and snapping the cursor to that location with SHIFT-S>>Curs->Sel. (Glass profile, top view in edit mode, just before spinning.) shows the wine glass profile from top view, with the cursor correctly positioned.
  • 现在我们放置光标在剖面图的中心,先选择剖面的一个点作为中心,这个点可以是两个开放点任何一个,然后用SHIFT-S>>Cursor->Seleteion。右图(Glass profile, top view in edit mode, just before spinning.)显示光标在顶视图的当前位置。


Mesh data - Vertex and face numbers.
Mesh data - Vertex and face numbers.

Before continuing, note the number of vertices in the profile. You'll find this information in the Info bar at the top of the Blender interface (Mesh data - Vertex and face numbers.).
在开始之前,你注意剖面图的顶点数,你可以在Blender界面的顶端信息栏看到这些信息(Mesh data - Vertex and face numbers.);还有要注意的是你要把曲线转换成网格才能进行下面的操作,具体操作请参见相关章节。

Spinned profile
Spinned profile
  • Click the "Spin" button. If you have more than one window open, the cursor will change to an arrow with a question mark and you will have to click in the window containing the top view before continuing. If you have only one window open, the spin will happen immediately. Spinned profile shows the result of a successful spin.
  • 单击"Spin" 按钮。如果你打开了多视图,那就要确保顶视图是当前视图才可以接着做下去。如果你只有一个视图,这些就不是问题了。旋转剖面图后显示右图的结果。


Seam vertex selection
Seam vertex selection
  • The spin operation leaves duplicate vertices along the profile. You can select all vertices at the seam with Box select (BKEY) shown in (Seam vertex selection) and perform a Remove Doubles operation.
    这个Spin操作是沿着剖面图来复制点。你可以用(BKEY)框选原始点(Seam vertex selection)然后执行Remove Doubles操作。


Notice the selected vertex count before and after the Remove Doubles operation (Vertex count after removing doubles.). If all goes well, the final vertex count (38 in this example) should match the number of the original profile noted in Mesh data - Vertex and face numbers.. If not, some vertices were missed and you will need to weld them manually. Or, worse, too many vertices will have been merged.
注意选择的点数与执行Remove Doubles操作之后的点数差别(Vertex count after removing doubles.)。如果所有操作完成。最后的点数(在这个例子里为38)将匹配原始剖面图的点数Mesh data - Vertex and face numbers.。如果不是这样;那么有一些点遗漏了,那么你需要手动焊接他们;更为糟糕的是很多点被合并了。

Vertex count after removing doubles.
Vertex count after removing doubles.
Merge menu
Merge menu
Merging two vertices in one:

To merge (weld) two vertices together, select both of them by holding SHIFT and RMB on them. Press SKEY to start scaling and hold down CONTROL while scaling to scale the points down to 0 units in the X,Y and Z axis. LMB to complete the scaling operation and click the Remove Doubles button in the EditButtons window. Alternatively, you can press WKEY and select Merge from the appearing Menu (Merge menu). Then, in a new menu, choose whether the merged node will have to be at the center of the selected nodes or at the cursor. The first choice is better in our case.


合并两个点为一个点:: 要合并(焊接)两个顶点为一个顶点,先要选择这个两个顶点(按SHIFT键,右键加选)。按S键缩小他们XYZ轴至0。左键完成缩放操作,在EditButton窗口单击:Remove Doubles按钮。你也可以按W键并从弹出的菜单(Merge menu)选择Merge命令。因而我们要在哪里合并节点,是在选择节点的中心还是光标处,这就要根据实际情况而定。


All that remains now is to recalculate the normals by selecting all vertices and pressing CTRL-N>>Recalc Normals Outside. At this point you can leave EditMode and apply materials or smoothing, set up some lights, a camera and make a rendering. (Final render of the glasses.) shows our wine glass in a finished state.
最后我们选择所有点并按CTRL-N>>Recalc Normals Outside来重新计算一下法线。现在我们可以退出编辑模式并且指定一下材质与光滑属性,打一些灯光以及摄像机定位后就可以开始渲染了。(Final render of the glasses.) 显示我们高脚酒标最后效果图。 

Final render of the glasses.
Final render of the glasses.

SpinDup

旋转复制

The Spin Dup tool is a great way to quickly make a series of copies of an object along a circle. For example, if you have modeled a clock, and you now want to add hour marks. Model just one mark, in the 12 o'clock position (Hour mark indicated by the arrow). Select the mark and switch to the Editing Context with F9.
Spin Dup 是一个沿着圆形复制物体序列的快速方法。例如:如果你有一个闹钟模型,现在你需要添加时间刻度。你只需要创建一个刻度表即可以,然后放置12个钟头的位置(Hour mark indicated by the arrow)。选择一个时间刻度;然后用F9切换到Editing Context.

Hour mark indicated by the arrow
Hour mark indicated by the arrow
Spin Dup buttons
Spin Dup buttons

Set the number of degrees in the Degr: Num Button in the Mesh Tools panel to 360. We want to make 12 copies of our object, so set the Steps to 12 (Spin Dup buttons).
设置Mesh Tools 面板的Degr: 数值按钮的度数为360。我们需要复制12个物体副本,因此设置Steps为12(Spin Dup buttons)。

  • Switch the view to the one in which you wish to rotate the object by using the keypad. Note that the result of the Spin Dup command depends on the view you are using when you press the button.
  • 通过键盘切换到旋转物体的视图。注意Spin Dup命令是取决于你的视图模式的。
  • Position the cursor at the center of rotation. The objects will be rotated around this point.
  • 光标的位置是旋转中心。物体将围绕这个中心旋转。
Cursor Placement:

To place the cursor at the precise location of an existing object or vertex, select the object or vertex, and press SHIFT-S>>CURS>>SEL.

光标放置:: 要定位光标在存在物体的精确位置或点上。选择该物体或点并按SHIFT-S>>CURS>>SEL即可。
Mesh selected and ready to be SpinDuped
Mesh selected and ready to be SpinDuped
  • Select the object you wish to duplicate and enter EditMode with TAB.
  • 选择该物体,TAB进入到 EditMode
  • In EditMode, select the vertices you want to duplicate (note that you can select all vertices with AKEY or all of the vertices linked to the point under the cursor with LKEY). See (Mesh selected and ready to be SpinDuped).
  • EditMode下,选择你需要复制点。(注意,你可以用AKEY全选点或用LKEY连接所有点到光标下)。参见(Mesh selected and ready to be SpinDuped)


  • Press the Spin Dup button. If you have more than one 3DWindow open, you will notice the mouse cursor change to an arrow with a question mark. Click in the window in which you want to perform your rotation. In this case, we want to use the front window (View selection for Spin Dup.).
  • 按Spin Dup按钮。如果你打开了多视图模式,你需要用鼠标激活当前要复制的视图,在这里需要使用前视图(View selection for Spin Dup.)。

If the view you want is not visible, you can dismiss the arrow/question mark with ESC until you can switch a window to the appropriate view with the keypad.

View selection for Spin Dup.
View selection for Spin Dup.

When spin-duplicating an object 360 degrees, a duplicate object is placed at the same location of the first object, producing duplicate geometry. You will notice that after clicking the Spin Dup button, the original geometry remains selected. To delete it, simply press XKEY>>Vertices. The source object is deleted, but the duplicated version beneath it remains (Removal of duplicated object).
当旋转复制一个物体360度,那么该复制的物体与原始物体的位置是重合的。产生一个重复的几何体。因此在这里你也要删除那个原始的复制物体,因为一开始我们就选择了这个原始物体,现在只需要按XKEY>>Vertices即可删除原始的几何体(Removal of duplicated object)

Removal of duplicated object
Removal of duplicated object
Avoiding duplicates:

If you like a little math you needn't bother with duplicates because you can avoid them at the start. Just make 11 duplicates, not 12, and not around the whole 360°, but just through 330° (that is 360*11/12). This way no duplicate is placed over the original object. In general, to make n duplicates over 360 degrees without overlapping, just spin one less object over 360*(n-1)/n degrees.

避免重复:: 如果要避免重复,你可能需要一点数字知识,在这里我们是只需要11个刻度表,而不是12个也并非是整个360旋转,只需要330就可以了(360×11/12)。这个方法将不会有复制的物体放置在原始物体上。一般来说围绕360度复制N个物体,数量是N-1,度数是360×(N-1)/N度。

(Final Clock Render.) shows the final rendering of the clock.
最终渲染图如下:

Final Clock Render.
Final Clock Render.

Screw

螺旋

The "Screw" tool combines a repetitive "Spin" with a translation, to generate a screw-like, or spiral-shaped, object. Use this tool to create screws, springs, or shell-shaped structures.
"Screw"工具结合了重复性的"Spin"与变换功能,来生成类似于螺丝钉一样的效果或螺旋状的物体。使用该工具来创建螺丝钉、弹簧或贝壳外形的结构。

How to make a spring: before (left) and after (right) the Screw tool.
How to make a spring: before (left) and after (right) the Screw tool.

The method for using the "Screw" function is strict:
使用"Screw"工具步骤如下:

  • Set the 3DWindow to front view (NUM1).
  • 设置3D视图为前视图(NUM1)。
  • Place the 3DCursor at the position through which the rotation axis must pass. Such an axis will be vertical.
  • 放置3D光标在你要作为旋转轴的位置,轴是垂直的。
  • Ensure that an open poly line is available. This can be a single edge, as shown in the figure, or a half circle, or whatever. You need only to ensure that there are two 'free' ends; two vertices belonging to a single edge linking then to another vertex. The "Screw" function localizes these two points and uses them to calculate the translation vector that is added to the "Spin" per each full rotation (How to make a spring: before (left) and after (right) the Screw tool.). If these two vertices are at the same location, this creates a normal "Spin". Otherwise, interesting things happen!
  • 确保开放多边线是有效的。可以是单边,轮廓线或半圆或其他什么的。你必须保证有两个端点;两个点属于单一边连接到另一个点。螺旋功能是定位两点然后计算他们变换矢量,再添加每一步幅完全旋转的旋转挤压(How to make a spring: before (left) and after (right) the Screw tool.) 。如果这两点在同一位置上,那么会创建一个法线旋转挤压。
  • Select all vertices that will participate in the "Screw".
  • 选择所有参与螺旋的点
  • Assign the Num Buttons Steps: and Turns: in the Mesh Tools Panel the desired values. Steps: determines how many times the profile is repeated within each 360° rotation, while Turns: sets the number of complete 360° rotations to be performed.
  • Mesh Tools面板指定 Steps:Turns:数值按钮的期望值。Steps:决定360度旋转重复剖面多少次Turns:设置旋转几个360度。也就是圈数。
  • Press Screw!
  • 单击 Screw按钮!
Enlarging screw (right) obtained with the profile on the left.
Enlarging screw (right) obtained with the profile on the left.

If there are multiple 3DWindows, the mouse cursor changes to a question mark. Click on the 3DWindow in which the "Screw" is to be executed. If the two "free" ends are aligned vertically the result is the one seen above. If they are not, the translation vector remains vertical, equal to the vertical component of the vector joining the two 'free' vertices, while the horizontal component generates an enlargement (or reduction) of the screw as shown in Enlarging screw (right) obtained with the profile on the left..
如果是多视窗,请激活前视图,用光标来确定。

Warp Tool

环绕工具

The warp tool is a little-known tool in Blender, partly because it is not found in the EditButtons window, and partly because it is only useful in very specific cases. At any rate, it is not something that the average Blender-user needs to use every day. A piece of text wrapped into a ring shape is useful when creating flying logos, but it would be difficult to model without the use of the warp tool. For our example, we'll warp the phrase "Amazingly Warped Text" around a sphere.
环绕工具 是稍微用的比较少的一个工具,有部分原因是出于他不出现在EditButton窗口中,还有部分原因是他只用于非常特殊的情况下。但不管怎样,做为Blender用户总是有那么几天会用到他的。当你创建一个LOGO,这串文字围绕圆形飞行时,就显得非常有用的,比如:央视的新闻联播。在我们的例子中,"Amazingly Warped Text"将围绕一个球围绕。

  • First add the sphere.
  • 首先添加一个球。
  • Then add the text in front view, in the Editing Context and Curve and Surface Panel set Ext1 to 0.1 - making the text 3D, and set Ext2 to 0.01, adding a nice bevel to the edge. Make the BevResol 1 or 2 to have a smooth bevel and lower the resolution so that the vertex count will not be too high when you subdivide the object later on (Text settings - and see chapter_text). Convert the object to curves, then to a mesh, (ALT-C twice) because the warp tool does not work on text or on curves. Subdivide the mesh twice, so that the geometry will change shape cleanly, without artifacts.
  • 然后在前视图添加该文字,在Editing Context的Curve and Surface面板设置Ext1为0.1做成3D文字。并且设置Bevel Depth为0.01来添加一个好看的倒角边。设置BevResol为 1或2有光滑倒角并不要求有太高的倒角分辨率(Text settings - and see chapter_text)。转换该物体为曲线,然后转换为网格(按两次(ALT-C)因为环绕工具不能在文本或曲线下操作。细分网格物体两次。
Text settings
Text settings

Switch to top view and move the mesh away from the 3D cursor. This distance defines the radius of the warp. (See Top view of text and sphere.)
切换到顶视图并且定位文字物体;定位3D光标,这是用于定义环绕的半径。

Top view of text and sphere
Top view of text and sphere

Place the mesh in Edit Mode (TAB) and press AKEY to select all vertices. Press SHIFT-W to activate the warp tool. Move the mouse up or down to interactively define the amount of warp. (Warped text). Holding down CTRL makes warp change in steps of five degrees.
进行该物体的编辑模式(TAB)并按钮AKEY全选点。按SHIFT-W来激活环绕工具 。向上或向下移动鼠标来决定你要环绕的数量(Warped text)。按住CTRL 使每步五度弯曲。

Warped text
Warped text

Now you can switch to camera view, add materials, lights and render (Final rendering).
现在你可以切换到摄像机视图,添加材质,灯光进行渲染了(Final rendering)。

Final rendering
Final rendering
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