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Both sides previous revision Previous revision Next revision | Previous revision | ||
graphic:modeling [2022/05/06 18:37] – [hard surface modeling] ying | graphic:modeling [2022/11/03 07:30] (current) – [Image Picture to Model] ying | ||
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* ZPlugin > Decimation Mater | * ZPlugin > Decimation Mater | ||
* pre-process current, and choose 20% | * pre-process current, and choose 20% | ||
+ | * export with (no Grp) | ||
* retopo with quad draw | * retopo with quad draw | ||
+ | * make zbrush obj as live mesh | ||
+ | * ctrl+shift+q: | ||
+ | * +ctrl to insert edge loop | ||
+ | * make edge loops | ||
cmds for modeling related <code python> | cmds for modeling related <code python> | ||
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* https:// | * https:// | ||
* http:// | * http:// | ||
+ | ====== Image Picture to Model ====== | ||
+ | |||
+ | **Method 1 - Plane with Square Image then Knife Cut** | ||
+ | * use square version of image as texture for a PolyPlane, then use knife tool to cut out like real life. | ||
+ | * then extrude each part | ||
+ | |||
+ | **Method 2 - auto version of method 1** | ||
+ | * ref: (Quickly Convert an Image into a 3D Model) https:// | ||
+ | * select square PolyPlane, then Modify menu > Convert > Texture to Geometry | ||
+ | * choose the square image, and Apply, then it will generate single Plane geo with cutting edge along auto traced color patch. | ||
+ | * I think if you use illustrator image trace feature to pre-tune the color patch, you may have better output control | ||
+ | * and each color patch is linked to a color material, use material linking for selecting each color patch for futher edit | ||
+ | * compared to method 1: you may need to manually retop those inner edges. | ||
+ | |||
====== AI curve to Logo Model ====== | ====== AI curve to Logo Model ====== | ||