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نمايش نتايج 1 به 9 از 9

نام تاپيک: آموزش ساخت فيات 500 (آموزش تصويري) با مكس

  1. #1
    اگه نباشه جاش خالی می مونه naruto_ir's Avatar
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    پيش فرض آموزش ساخت فيات 500 (آموزش تصويري) با مكس

    سلام دوستان خواستم يه آموزش جالب تصويري و به زبان انگليسي از ساخت فيات 500 براتون بگذارم.

    اميدوارم مفيد باشه فقط اول اين رو دانلود كنيد (بلوپرينتش هست)

    [ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]

    اين ماشيني هست كه ما قراره بسازيم.


    امروز فقط آموزش ساخت بدني بيروني رو ميگذارم تا فردا كه قسمت بعدش رو بگذارم باي
    Last edited by naruto_ir; 18-07-2009 at 15:43.

  2. 8 کاربر از naruto_ir بخاطر این مطلب مفید تشکر کرده اند


  3. #2
    اگه نباشه جاش خالی می مونه naruto_ir's Avatar
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    پيش فرض

    Setting up the first Polygon
    Create a plane object in the left viewport with one length seg and one width seg. The actual size doesn't matter but make it small and position it in front of the front wheel arch as shown left.
    Now you have to convert this plane to a mesh by clicking the "Modify" tab and selecting "Edit Mesh" from the modifier list dropdown menu. This adds the "Edit Mesh" modifier to the top of your stack.
    Right-click the "Edit Mesh" modifier on top of the stack and select "Collapse To" from themenu. You will get a little warning but just click "Yes" to continue. Now "Editable Mesh" is left on top of the stack. We have now created the first polygon of the car.

    Now that the polygon is lined up properly in the left viewport with the side blueprint, we have to make sure that it's lined up correctly with the top blueprint. Drag it across the top viewport as shown below:
    Go back to the left viewport and draw lines from the center of the wheel as shown. These lines will make it easier to get a rounder shape for the wheel area. Make sure that "Edged Faces" is selected for the viewport (right-click the name of the viewport and select "Edged Faces" from the menu). This will make it easier to see the polygon edges.


    Hit "M" for the material editor and create a new material for the car. In this case I used a blue material with the opacity set to 50% so that I could see the blueprint through the polygon. I also made the material shiny to better see any imperfections in the mesh. The material settings are shown below. Select the polygon and click the "Assign Material Selection" button I've circled below:
    OK, we are off to a good start now, the modeling can now commence!

    Beginning to model the car

    With the polygon still selected, in the stack, expand the "Editable Mesh" modifier and select "edge" from the sub-object list. The will take you into sub-object edge mode and you can then you can manipulate the polygon's edges.

    Below the stack, further down the panel, there is a button labeled "Cut." With that button activated, go to the polygon in the left viewport and click on the top edge and then again straight down on the bottom edge to cut the polygon in half along the guide line we created earlier.




    Now back on the stack, select "Vertex" from the sub-object choices to make the vertices of the polygon visible drag the vertices to the positions shown below. Align them with the guide lines:






    We need to position the vertices in the top viewport as well. Select and drag the vertices until you have them set up as shown on the left:
    Shift-drag to create two new polys as shown on your left. Make sure you line everything up with the blueprints in all the viewports.



    It's coming along nicely but there's still a lot of work to do.
    Last edited by naruto_ir; 18-07-2009 at 15:45.

  4. 2 کاربر از naruto_ir بخاطر این مطلب مفید تشکر کرده اند


  5. #3
    اگه نباشه جاش خالی می مونه naruto_ir's Avatar
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    پيش فرض 2

    Detailing the wheel arch
    Well, the front wheel arch is coming along but it's not detailed enough. More edge cuts are needed to add more detail to the arch. More guide lines are needed. Create the new lines in the positions shown by the red lines and then make cuts on the mesh corresponding to the guide lines.




    Go into vertex mode and move the new vertices created by the new cuts until you have something like this:


    Now we want to see what this will look like smoothed so we need to add a "Meshsmooth" modifier to this mesh. With the wheel arch mesh selected, go to the stack, click the "Modifier List" drop-down and select "Meshsmooth" from the list. The "Meshsmooth" modifier will be placed on top of the "Editable Mesh" modifier. Change the number of iterations to 2. The mesh will become smoother but more dense.
    It looks good but it's not perfect so we must add more detail to the unsmoothed mesh. Go back to edge mode under "Editable Mesh" and cut the new edges shown in red.
    Go into vertex mode and adjust the new vertices to round off the front wheel arch. The wheel arch is now finished for now. This is what you should have at this point:

    Now we can move on to the the area around the front wheel arch.


    Moving on to the front of the car
    Ok, things are going to start moving faster now. go into edge mode and hold down ctrl and select the two top edges of the mesh and then hold down shift and drag them upwards in the direction of the arrows. Go into vertex mode and position the vertices as shown below in all the viewports.
    Select the indicated two edges and shift-drag them out in the direction of the arrows. Go into vertex mode and position the vertices as shown. You will eventually have two vertices where the green circle is. Select both vertices. Under the stack, a little further down the panel, under "Weld", put 2.0 in the box next to the "Selected" button and then click the "Selected" button to merge the two vertices into one.
    Once again, shift-drag the edge indicated and then position the vertices. Weld the two vertices in the green circle.





    It needs to be more curved in this area so go back to edge mode under "Editable Mesh" and cut the new edges shown in red.

    Now we can move on to the the area around the front wheel arch.


    Next Page: More on the front of the car.




  6. 2 کاربر از naruto_ir بخاطر این مطلب مفید تشکر کرده اند


  7. #4
    اگه نباشه جاش خالی می مونه naruto_ir's Avatar
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    پيش فرض 3

    More on the front of the car
    Ok, make the cut shown in red and adjust the new vertices until you have something like what is shown left. This will round off the edge of the mesh more and provide a better shape.

    Select the indicated three edges and shift-drag them out in the direction of the arrows. Go into vertex mode and tweak the vertices as shown. Only drag the vertices as far as the middle of the car because you are going to mirror the whole mesh to get the other half. You should now have the mesh shown below.


    Make two cuts in the front of the mesh as shown so you can add more detail to it:

    In the top viewport, adjust the new vertices so they accurately represent the line around the hood of the car.

    The next thing you want to do is mirror the mesh you have so far so you can get a better idea of what the front of the car will look like. Click on the "Meshsmooth" modifier on top of the stack to go back to the smoothed mesh. Make sure the viewport with the front view of the car is the active one and make sure the mesh is selected. Click the "Mirror Selected Objects" button and a dialog box will appear. Mirror axis is "X", the offset position depends on your viewport so adjust it accordingly and make sure you select "Reference" so that any change you make to one half of the mesh is reflected in the other half.

    With your mesh mirrored, you should have something like this in the perspective viewport:


    Continuing towards the door area
    Shift+drag the two edges shown and position vertices as shown in the picture. Move the vertex in the green circle to the one in the blue circle and weld them. Also weld the two vertices in the orange circle.



    Now you need to define the door area. Select these two edges and shift+drag them to the edge of the door on the blueprint.

    If you look in the top viewport, you will notice that the door has a little curve to it and the door panel you just created doesn't. This is easily fixed. Create a cut in the door at the indicated place. Drag the new edges outward to add the curve to the door.
    Now, it would be wise to clone and mirror the polys that make up the front wheel arch so you can use them for the back wheel arch. You do this so you don't have to build it from scratch. In the stack, click on "polygon" under "Editable Mesh" and select all the polygons that comprise the front wheel arch. You should have something like this:

    Shift+drag the selected polys in the X direction a little distance. When you release the mouse button, you will get a dialog with the title, "Clone Part of Mesh." Make sure you select "Clone To Object:" and leave the name at its default. Click "OK." The cloned polys become a different object from the rest of the mesh. Exit polygon mode and select the newly detached wheel arch. With the left viewport active, click the "Mirror Selected Objects" button and make sure that Mirror Axis is "X" and Clone Selection is set to "No Clone." Adjust the offset value until the new polys are positioned over the back wheel arch. You should have this now:





    The back arch you just created needs to be tweaked to fit properly with the blueprint. If you look in the top viewport, you will realize that you will have to move around some of the vertices to make the back wheel arch more accurate. I will not go into the details of tweaking the vertices because by now, it should be no problem for you to do this since we've done this a number of times already in this tutorial. When you are done, you should have something like this:



    Next Page: re-attaching the back wheel arch


  8. 4 کاربر از naruto_ir بخاطر این مطلب مفید تشکر کرده اند


  9. #5
    ناظر انجمن فتوشاپ unicef's Avatar
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    سلام

    ممنون

    ولی دوست من اگه بصورت PDF بذاری خیلی بهتره

  10. این کاربر از unicef بخاطر این مطلب مفید تشکر کرده است


  11. #6
    اگه نباشه جاش خالی می مونه saaaraaa's Avatar
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    نيستم كلآ :))
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    ) سلام مرسي از آموزشتون

    جالب اين بود که منم چند روز پيش بلوپرينتش رو گرفته بودم که کار کنم...الان که ديدم آموزشش اينجاست کلي خوشحال شدم

    يونيسف درست ميگن...اگر ‌PDF باشه خيلي بهتره

  12. #7
    WorkHard / P!ayHard pcforlife's Avatar
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    واقعا عالیه ولی اگه pdf باشه بهتره.
    یاعلی

  13. #8
    ناظر انجمن فتوشاپ unicef's Avatar
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    با سلام و خسته نباشید

    و با اجازه دوست عزیزnaruto_ir

    3 پارت اول رو ما به صورت PDF در اوردیم

    حجم 951kb

    دانلود PDF

    کد:
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    موفق باشید
    Last edited by unicef; 28-07-2009 at 12:17.

  14. 3 کاربر از unicef بخاطر این مطلب مفید تشکر کرده اند


  15. #9
    پروفشنال tatuy's Avatar
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    آموزشی که گذاشتید بسیار عالی و مفید بود دوست عزیز.
    از لطفتون بسیار ممنون.

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