注意如何在UR l字段中用您选择的名称创建正方形、多边形和圆形。
Notice how you can create squares, polygons, and circles with names of your choice in the URL field.
使用多边形套索工具选择并删除旧脑袋。
新建一个新图层然后选择“多边形套索工具”(Polygonal lasso tool)画出一个类似于下图的一个抽象的形状出来。
Make a new layer and select the "Polygonal lasso tool" and create an abstract shape that looks similar to the example below. it.
抓斗的多边形套索工具(L)和选择的景观,它并没有非常精确。
Grab the Polygonal Lasso Tool (l) and select the landscape, it doesn't have to be very precise.
然后选择“多边形工具”开始选择我需要遮罩区域。
I then selected the "Polygonal Tool" and began selecting areas that I wanted to mask.
源物体必须是几何体。在选择目标物体前需要将其转换成可编辑多边形。
Source must be geometry object. Before selecting destination object, collapse it into Editable Poly.
挤压选择的多边形,如果你再次挤压他,你会得到更长一些的触角。
Extrude selected polygons, if you extrude it more then you will have longer tentacle.
我选择使用可编辑多边形作为建模的方式,因为它很适合处理复杂的任务,比如建造机械的连接部分,又或是生物的外形。
I chose editable poly as the modelling method because it quite successfully deals with complicated tasks, such as modelling mechanical junctions, as well as organic shapes.
使用多边形套索工具沿着眼角线条将云彩选择并裁剪。
选择你想要造洞的地方的多边形,然后点击几次细分按钮。
Select the polygon where you want to make the holes for the fan and click a few times on the tessellate button.
选择你模型里想要做纹理的那些多边形。
要添加或删除点,在现有的多边形在现有的多边形网格对象,选择该多边形。
To add or remove points on an existing polygon in a existing polygon mesh object, select that polygon.
根据协调映射的理论,建立了平面上圆形域、矩形域、多边形域等参数域的映射模型,可根据轨迹规划的需要来选择映射的边界。
Based on the theory of conformal map, map model is built for planar parametric circle, rectangle and polygon regions. The boundary of parametric region rests with the need of tool path planning.
我有理由使用多边形在多线多线不是一个选择。
I have reason to use Polygon over Polyline so Polyline is not an option.
这样我就在草坪中间创建了一个标准的平面图,在编辑多边形中选择边缘,开始挤压并调整地形,使其和草坪部分保持一致。
For that I created a normal plane in the middle of the grass part and in edit poly mode selecting the edges I began to extrude and adjust the terrain to fit with the grass parts.
在场景的顶部选择所有忽略底部面的多边形,这是需要创建雪的部分。
From the top of the scene select all polygons ignoring bottom side is the place where particles will ganerate snow.
在场景的顶部选择所有忽略底部面的多边形,这是需要创建雪的部分。
From the top of the scene select all polygons ignoring bottom side is the place where particles will ganerate snow.
应用推荐