我们使用细分功能增加匹配度,使用编辑多边形功能编辑建筑。
We are thickening the mesh using the subdivide function and edit it using editable poly.
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.
我会用一个框,我会将其转换为可编辑多边形,然后我将沿着我的对齐参考翼它。
I will use a box and I will convert it to editable poly, then I will align it along my wing on reference.
然后将其转化成可编辑多边形或者添加编辑多边形修改器,让墙壁的底部变成地板。
After extruding convert the object to Editable Poly or apply Edit Poly modifier to make bottom of the wall fluently become a floor.
当我得到了想要的设计,我单独选出了桥梁的每一部分进行挤压操作,在编辑多边形里面进行调整。
When I get the desired design, I select each part of the bridge separated and I extrude them and convert them to edit poly.
之后我放下一个BOX,然后我开始用可编辑多边形工具(editable poly tools)来做出结构。
After that I put a box then I started with editable poly tools for modelling structure.
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.
我们要做的是将所有的元素汇集到单一的物体中,同时又不丢失原有的材质,因此我们首选要将茶壶转换成可编辑多边形。
What we need to do now is to join both elements into a single object, without losing their materials. So, right-click on the teapot, Convert and Convert to edit poly.
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.
编辑4:为了这个目的,我们根本无法提供任何东西。这一切都要做纯粹的几何(生产2d多边形)。这是我最初得到的。
Edit 4: For the purpose of this, we cannot render anything at all. This all has to be done purely geometrically (producing 2d polygons). This is what I was originally getting at.
电子白板软件系统主要实现文件的新建,保存,颜色的编辑,画多边形,星形,椭圆,直线等。
Whiteboard software system can create and save new documents, edit colors, painting the polygon and star-shaped, oval, straight line and so on.
我只用了可以编辑的多边形建模方式。
由数字控制平面的3d环境中的编辑,该方法可以处理一些几何效率,如点,线,多边形等。
Editing in 3d environment by a digital control plane, the method can deal with some geometry efficiently, such as point, line, and polygon, etc.
我还向您展示了第二种方法,可以快速分组复杂的层次结构,使其多边形可编辑,而不会丢失动画,甚至保留一些过程特征。
I also show you a second way to quickly group complex hierarchies, make their Polygons editable without losing the animation and even keeping some procedural features.
我还向您展示了第二种方法,可以快速分组复杂的层次结构,使其多边形可编辑,而不会丢失动画,甚至保留一些过程特征。
I also show you a second way to quickly group complex hierarchies, make their Polygons editable without losing the animation and even keeping some procedural features.
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