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[IV] 改車要學ZModeler2 Basic Lessons [複製鏈接]

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十週年勳章(賀詞)

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發表於 10-1-31 11:57 PM |只看該作者 |倒序瀏覽 |打印
本帖最後由 yelo99pig 於 11-10-15 03:01 AM 編輯

http://zmodeler2.com/docs/program/lessons/basics/contents.html
Introduction.Zanoza Modeler (ZModeler) is a software for creating and modifying 3D artwork (models)for variouse games. Comparing to advanced 3D Graphics packages, ZModeler is notintended to produce very detailed 3D models required for photo-realistic renderings,instead, ZModeler should be used for low or average-detailed 3D models for realtimerendering in games. The more accurate you create and texture 3D models, the better theylook ingame. On the other hand, high-detailed models, even while they look much moreimpressively, can and usually cause slowdown of game's performance and sometime makegameplay unsatisfying. A proper balance of details, texture-work and polygons optimization is what 3D artist should be aimed to.
To show you an excelent images on the screen while playing 3D games, your computerperforms hard computations, called Rendering. At this time, it translates3D models to 2D image, using objects location, viewer location and different lightingand shading techniques. Modern games use dozen of rendering techniques to produceexciting result, but this result is, in general, based on a quality of models andtextures used. All 3D environment is made of separate models, which are shown alltogether in game. Most of them are separate objects, models (and usuallyfiles). In ZModeler, your work is to create these separate models, put them in properfiles and view result in game. ZModeler performs standard Direct3D-based rendering too,so you can see what you are modelling, but most of effects (like dynamic reflectionsand shadows, light glow and other game-specific effects can only be viewed when game engine performs it's rendering - simply, playing the game with your modifiedor created models.
Installing.

ZModeler doesn't requir installation unlike most of software you use. The file youhave downloaded (zmodeler2.zip) should be extracted (using WinZIP or WinRAR)into a folder you prefer. You can unzip it to Program Files/ZModeler2 or intoany folder (even onto network drive in your LAN). ZModeler's configuration stored inZModeler2_profile.xml file, so if you corrupt default settings or misconfigureZModeler, you can restore this file from downloaded archive. After extracting ZModeler,make sure you have folders layout like on the image. Regardless Autosave andUpdate folders are empty, don't erase them. ZModeler is ready for firststartup and configuration.
Running.

Double-click on ZModeler2.exe file to run ZModeler. A startup screen willpop up and then a configuration box should appear. This is the only configuration whichrequires your choice before zmodeler starts and, in general, all you have to selectthere is your Hardware adapter ("Hardware@RADEON 9800" on the image) and switchvertex processing mode to "Hardware". Note, some hardware does not implement allrequired techniques to be 100% compatible with ZModeler, and "Software" vertexprocessing mode might help in such a case. Click OK - main window will appear andZModeler is ready.
User Interface.

  ZModeler, like most of windows software, has a workspace area, menu, toolbars, some  dockers and it's specific commands bar. Workspace area is split to views (by default,  there are four views) where you can observe the scene from different angles. View with  a solid boundary is an "active" view and you can navigate in it or apply tools. To  activate any view, click anywhere in this view. In the beginning I strongly recommend  to turn off View\All Views Active option in main menu. When you learn ZModeler  more, you can enable this option so you don't need to click in view to activate it.
  Main menu, like in most of the programs, contains commands and configuration options.  Most of these tools are rarely used, since it takes some time to reach certain branch  if there are pop-up branches. The tools you need most often are in toolbars - it's  way easier to click on single button than to dig in menus. Of cause there are much  more tools than toolbar can fit and software developers use thir own uproaches to   lay more tools in toolbars (shelfes of bars, scrolling bars, drop-down buttons and  so on). In ZModeler a Commands bar is used instead. This is a  sort of vertical menu where items are stacked and can be achieved very easily. Even  more, some tools have options boxes in commands bar. Image on the left shows a  Copy tool selected. This tool is under Local Axes... branch and it's  in a run under Display branch. All in one, Display...\Local Axes...\Copy  tool is selected. Notice small pushed rectangle on the right of "Local Axes" - this  is an "options box" (or "advanced settings box") show/hide button. On the image,   certain options are set for "Local Axes" branch - these options are common for  certain tools in this branch (Center to Object, Copy, Reset To World, Reset to Parent). To select  a desired tool in commands bar, simply click on according labels "Display..." then  "Local Axes..." and then "Copy". Labels ending with period "..." simply means that  they are brachens and contain some tools under.
  

  We shall now create simple Box. Click on a small down-arrow near Cone icon in  toolbar. A drop-down menu will appear where you should select "Box" icon. Once  selected, it will replace Cone icon in toolbar - Push this button and you are  ready to create a box: Click somewhere  in an active view (e.g. in Front view) and move mouse aside a little. A dashed rectange  will be drawn. Click once (you have specified the base of the box) and drag mouse  aside - a solid red rectangle will be drawn and a dashed line - they are the base  and a height of the box. Image below shows how it should look. If something goes  wrong, you can right-click to cancel creation of box and start again.
  
  Click once again to create the box. A dialog box will popup - click OK there, since  we don't need to change any properties currently. A box will be created in the scene  and you can see it in all views. Push "Box" button in toolbar so it's no longer  pressed (and "Box primitive" creation tool is no longer active). Your next step is  to get used how to manipulate views to observe scene objects.

[ 本帖最後由 yelo99pig 於 10-2-1 12:03 AM 編輯 ]
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十週年勳章(賀詞)

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發表於 10-2-2 01:13 AM |只看該作者
可惜的是"English"
如果英文水平唔高好難學到

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3#
發表於 10-7-4 10:41 AM |只看該作者
早知道就不應該放棄英文@@"
...

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4#
發表於 10-7-4 12:44 PM |只看該作者
yelo兄 你譯做中文啦

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