3D机械设计的过程—第1部分

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鏉ユ簮: xiao_q 浏览 3272 日期 2017-02-20 0

在本教程中,我们将学习如何在SketchUp,KeyShot和Photoshop中完成机械设计的组合。 我们将讨论设计机械的过程,将缩略图开发成详细的草图。 您将会了解如何使用它们的重要SketchUp插件工具,如何使用它们的示例,重要的建模技巧和如何实现某些形状结果的演示。 在下一篇文章中,我们将使用完成的模型到KeyShot中添加材料,进行渲染,然后使用基本的照片合成技术在Photoshop中完成图像。

In this tutorial, we will learn how to complete a portfolio piece of a mech design in SketchUp, KeyShot and Photoshop. We'll talk about the process of designing the mech, developing thumbnails into a detailed sketch. You'll be introduced to essential SketchUp plugin tools needed for following the tutorial, examples of how to use them, important modeling tricks and demonstrations of how to achieve certain shape results. In the next article, we'll take the completed model into KeyShot to add materials, make a render, and then finish the image in Photoshop using basic photo-compositing techniques.

Before I even start making thumbnails, I usually research online for inspiration, especially when I don't have a specific idea in mind. I look into references that have a lot of mechanical parts. I sometimes just draw from references to build an almost subconscious awareness of how the mechanical parts distribute, and are concealed and exposed. To name a few good references: DARPA robots and drones, car assembly machines, sand buggies, garden machinery, generators, street-cleaning machines, and so on.

在我开始制作缩略图之前,我通常在网上研究灵感,特别是当我没有具体的想法。 我看看有很多机械部件的参考。 我有时只是从参考中提取,建立一个几乎潜意识的机械部件如何分布,被隐藏和暴露。 列举几个好的参考:DARPA机器人和无人机,汽车装配机,沙滩车,园林机械,发电机,街道清洁机等。

I also pay attention to where the power source might be located and how big it has to be to move the machine, and what elements such vents, wires, hydraulics, rivets, joints, handles and sensors look like and where they're located. Collecting this information is like preparing all the carving tools and materials when sculpting. I know where to put what, so the design not only looks cool but makes sense, without me having to stop too often from the creative process to go back to look up things that I might be able to use.

我还要注意电源的位置以及移动机器的大小,以及这些通风口,电线,液压系统,铆钉,接头,手柄和传感器等元件以及它们所在的位置。 收集这些信息就像在雕刻时准备所有的雕刻工具和材料。 我知道在哪里放什么,所以设计不仅看起来很酷但有意义,没有我不得不停止太频繁的创作过程,去回去查找我可以使用的东西。

Step 01 Thumbnails

步骤01缩略图

The point of thumbnailing is to figure out an interesting and exciting silhouette which will define the general shape of the final design. Since we are designing something mechanical, there are a few things we should ask when doing thumbnails. Is this mech bipedal or quadrupedal? How does it move? Does it use weapons? What is it for?

缩略点是找出一个有趣和令人兴奋的剪影,将定义最终设计的一般形状。 由于我们正在设计机械的东西,在做缩略图时,我们应该问一些事情。 这是两足动物还是四足动物? 它如何移动? 它使用武器吗? 它是什么?

These basic questions define how the 'big chunks' of the silhouettes are arranged and proportioned. When I am doing mine, I like to think about if it's an attack mech; where the weapons might go and what kind of weapons they are; I like to think about how the 'head', 'body' and 'legs' would co-ordinate in order for the mech to move. Try to think about the mech in motion to get a better grasp on the overall arrangement and proportion of all the parts. A useful tip to keep in mind is the common rule for proportioning the overall look of the parts. I always have big, middle-sized, and small parts. As my mentor told me, treat it like the proportion of the layers of a cake. The final touch will be the tiny cherry decorations! In a mech design, the 'cherries' can be lights, rivets, pipes, wires or handles.

这些基本问题定义了剪影的“大块”如何排列和成比例。 当我在做我的,我喜欢想想如果这是一个攻击机械; 在那里武器可能是什么样的武器, 我喜欢考虑“头”,“身体”和“腿”如何协调,以使机械移动。 尝试考虑机械运动,以更好地掌握所有部件的整体布置和比例。 要记住的一个有用的提示是部分的整体外观的比例的通用规则。 我总是有大,中型和小部件。 正如我的导师告诉我,把它当作蛋糕层的比例。 最后的触摸将是小樱桃装饰! 在机械设计中,“樱桃”可以是灯,铆钉,管道,电线或把手。

Step 02: Detailed sketch

步骤02:详细草图

After I finish the thumbnails, I move on to interpret the chosen one as a perspective drawing. The method I use allows me to gradually flesh out all the details with 'layered thinking'.

在我完成缩略图后,我继续解释所选择的作为透视图。 我使用的方法允许我逐渐丰富所有的细节与'分层思维'。

In #1, I rough out the general shape of the design in perspective and some ideas of the overall structure. In order to translate the design from the thumbnails, I think about the 'big chunks' in perspective, such as the big rectangular shape on its back. I also mirror the legs.

在#1中,我粗略地概述了设计的总体形状的透视和一些整体结构的想法。 为了从缩略图翻译设计,我想到了“大块”的透视,如背面的大矩形形状。 我也镜像腿。

I pay attention to how the joints are connected and use circles to indicate them. I also roughly think about how I'd like the 'head' or the front part of the mech to look, since it will be the focal point of the design.

我注意如何连接关节和使用圆圈来表示他们。 我也粗略地想想我会如何看待“头”或机械的前面部分,因为它将是设计的焦点。

In #2, I further define and develop the look of the big parts and important joints, such as subdividing or cutting out the shapes and editing cut lines. I also start to think about the decorative 'cherry' parts, such as where to put handles, wires and rivets.

在#2中,我进一步定义和发展大部件和重要关节的外观,例如细分或切割形状和编辑切割线。 我也开始考虑装饰的“樱桃”部分,例如把手柄,电线和铆钉在哪里。

In #3 and #4, I use a new paper and start to really define all the details. After I am satisfied, I add some basic shadow to see how the overall shapes will feel in 3D. For the mechanisms of the joints, aside from following the thumbnails, I sometimes experiment with ideas by drawing simple cylinders and boxes to see what other possibilities are.

在#3和#4,我使用一个新的文件,开始真正定义所有的细节。 在我满意之后,我添加一些基本阴影,以了解整体形状在3D中的感觉。 对于关节的机制,除了跟随缩略图之外,我有时通过绘制简单的圆柱和方框来实验想法,以查看其他可能性。

Step 03: Important SketchUp plugins and customized interface步骤03:重要的SketchUp外挂程式和自订介面

I'd like to mention a few necessary plugins for accomplishing this tutorial. All the plugins I mention can be found on SketchUcation, a free online SketchUp plugin community.

我想提一些必要的插件来完成本教程。我提到的所有插件都可以在SketchUcation上找到,SketchUcation是一个免费的在线SketchUp插件社区。

I install their Plugin Store tool so I can easily find and directly install plugins to SketchUp without having to go through the process of manually installing and downloading them from the web. The SketchUcation Plugin Store tool can now be found under the Extensions tab. The essential plugins for this tutorial are FredoScale, JointPushPull, Round Corner, and BoolTools.

我安装了他们的插件商店工具,以便我可以轻松地找到并直接安装插件到SketchUp,而无需经过手动安装和从网站下载它们的过程。 SketchUcation插件库工具现在可以在扩展选项

卡下找到。本教程的基本插件是FredoScale,JointPushPull,Round Corner和BoolTools。

All the above plugins are free except for BoolTools, which is released by smustard.com and costs ten bucks. However, it's worth having.

所有上面的插件是免费的,除了BoolTools,这是由smustard.com发布,价格十块钱。但是,值得拥有。

After installing all the essential plugins, it's time to customize the interface by going to View > Toolbars. Except for the above-mentioned plugins, I usually also turn on Shadows, Measurements, Construction, Drawing, Solid Tools, Styles, Views, and Warehouse.

安装所有必要的插件后,现在是时间来自定义界面转到视图>工具栏。除了上面提到的插件,我通常还打开阴影,测量,构造,绘图,实体工具,样式,视图和仓库。

Since I like to model in Parallel Projection mode (found under the Camera tab), it's convenient to have the Views tool on, so I can change to different views to check my design. Having the Styles tool on is handy too, because sometimes I need to adjust geometries or components that are hidden. With the Styles tool on, I can switch between shaded mode and X-Ray mode.

由于我喜欢使用平行投影模式(位于“相机”标签下)进行建模,因此可以方便地启用“视图”工具,因此我可以更改为不同的视图来检查我的设计。打开样式工具也很方便,因为有时候我需要调整隐藏的几何图形或组件。打开“样式”工具后,我可以在阴影模式和X射线模式之间切换。

In addition, since I use SketchUp Make instead of SketchUp Pro, I can't export models to OBJ files with the default options, so I get SketchUcation's OBJ Exporter plugin in order to do so.

此外,由于我使用SketchUp Make而不是SketchUp Pro,我无法使用默认选项将模型导出到OBJ文件,因此我得到了SketchUcation的OBJ Exporter插件。

Step 04: Blocking in步骤04:阻止

I start to block in the big chunks of the design. I overlook all the details or subdivided shapes at this point and just try to get the proportion of the design the way I want. I save a cube and a cylinder to my component library (fig.04b) so I can simply drag them into the scene, scale and rotate them for blocking in. This way, the work process will be much faster and easier, and the components won't 'stick' to each other (if the geometries are not components or in groups, SketchUp automatically merges any connected parts). I carve out the big general shape of the head part, which is the focal point, to get a good feeling of how the overall silhouette of the model would look. I mimic what other 3D programs have and make components on both sides by flipping one side to mirror it on the other.

我开始阻止在设计的大块。我忽略了所有的细节或细分的形状在这一点,只是试图得到设计的比例,我想要的方式。我将一个立方体和一个圆柱体保存到我的组件库(图0.04b),所以我可以简单地将它们拖放到场景中,缩放和旋转它们以阻塞。这样,工作过程会更快更容易,将不会“相互”(如果几何不是组件或组,SketchUp自动合并任何连接的部分)。我雕刻出头部的大的一般形状,这是焦点,以获得如何模型的整体轮廓看起来很好的感觉。我模仿什么其他3D程序有,并通过翻转一面镜像它在另一边的两侧组件。

After finishing the initial blocking-in, I make the cubes and cylinders 'unique' in order to further detail the shapes of the different parts without changing the shapes of the others (fig.04c). This is a very important action that I need to constantly remember to do. Without it, if I modify one component, I would then affect the other components which are recognized by SketchUp as being its duplicates.

在完成初始阻挡之后,我使立方体和圆柱体“独特”,以便进一步详细描述不同部分的形状,而不改变其他部分的形状(图0.04c)。这是一个非常重要的行动,我需要不断记住去做。没有它,如果我修改一个组件,我会影响其他组件,它们被SketchUp识别为它的副本。

Step 05: Starting to add details步骤05:开始添加详细信息

After establishing the general proportion and shapes, I start to dig into the focal point, which is the head and front area. At this point, I still don't get too detailed with tiny rivets or handles, but pay more attention to the subdivided shapes of each big chunk. The advantage of making different parts into components comes in again, because I can still easily modify each part, even when it is hidden by other parts, by duplicating it and dragging it to an empty area and modifying on the duplicate (fig.05b).

在建立了一般的比例和形状后,我开始挖入焦点,这是头部和前部区域。 在这一点上,我仍然不会太细致的小铆钉或手柄,但更多地注意每个大块的细分的形状。 将不同部分组成组件的优点再次出现,因为我仍然可以轻松地修改每个部分,即使它被其他部分隐藏,通过复制它并将其拖动到空白区域并在副本上进行修改(图05b) 。

I use the Tapering tool in the FredoScale plugin to make a component slant without messing up the geometries (fig.05c). The same tool can be used to taper a component as the name says (fig.05d). The power of the FredoScale plugin is to modify the general shape of a selected area without messing up with the geometries, in most cases, and can achieve results very fast.

我使用FredoScale插件中的Tapering工具使组件倾斜,而不会弄乱几何体(图05c)。 相同的工具可用于逐渐缩小组件,如名称所示(图05d)。 FredoScale插件的功能是在大多数情况下修改所选区域的大体形状,而不会弄乱几何图形,并且可以非常快速地实现结果。

图5a - 向关键区域添加更多细节

图5b - 复制一个片段并将其移出以便于编辑

图5c - 使用FredoScale制作倾斜区域

图5d - 使用FredoScale的Tapering工具

Step 06: Adding further details步骤06:添加更多详细信息

I also use the technique of intersecting faces to carve out certain shapes while not messing up the geometry of the component. I first put in the shape of the part that I want to cut out from the shape that is in the component. I then select them all and right-click to find the Intersect Faces option. I choose 'with Selection' to cut the geometries. However, since I am editing inside the component, it doesn't really matter which option I choose. They will all do the same thing. However, if I am editing outside a component, then the result will be only the cut lines of the intersecting components instead of really cutting the geometries (fig.06a). I then remove the part that I don't want and seal the geometry (fig.06b).

我也使用相交面的技术来雕刻出某些形状,而不会弄乱组件的几何形状。我首先把零件的形状,我想从组件中的形状切出。然后我选择它们,右键单击找到相交面选项。我选择“与选择”切割几何。但是,由于我在组件内部编辑,所以我选择哪个选项并不重要。他们都会做同样的事情。然而,如果我在组件外部编辑,则结果将只是交叉分量的切割线,而不是真正切割几何形状(图0.06a)。然后我删除我不想要的部分,并密封几何(图0.06b)。

A way of cutting geometries outside of components or groups is by using the BoolTools plugin. Here I use the Difference tool to cut out the shape I don't want (fig.06c). The icons of the BoolTool clearly show the function of each subtool. After getting to a certain degree of detailing, I change to a side view to make sure that the upper-front part of the mech won't cut into the parts on the sides when it's turning around (fig.06d).

一种在组件或组之外切割几何体的方法是使用BoolTools插件。在这里,我使用差异工具剪出我不想要的形状(Fig.06c)。 BoolTool的图标清楚地显示了每个子工具的功能。在达到一定程度的细节之后,我改变为侧视图,以确保机器的上前部分在转向时不会切入侧面的部分(图0.06d)。

图6a - 切割几何形状

图6b - 移除不需要的几何

图6c - 使用BoolTools切割几何

图6d - 检查机构在配置文件中的外观

Step 07: Creating handles and arched panels步骤07:创建手柄和拱形面板

This step is more about showing a couple of tricks and techniques that help me get certain shapes that I want. For creating handles, I first draw a circle, then find its center and draw the path along which I want my handle to follow, and then use the Follow Me tool to finish the tube (fig.07b). I finish the handle in an empty area so I can see better, then make it a component before bringing it back to the model. All the wires, handles, tubes and pipes can be achieved using this technique.

这一步更多的是展示一些技巧和技巧,帮助我得到我想要的某些形状。为了创建手柄,我首先画一个圆,然后找到它的中心,绘制我想要我的句柄沿着的路径,然后使用跟随工具完成管(图0.07b)。我在一个空的区域完成句柄,所以我可以看得更好,然后使它成为一个组件,然后再带回模型。所有的电线,手柄,管和管道可以使用这种技术实现。

Sometimes I want a covering panel slightly above the body but with exactly the same arch or shape. In order to achieve that, I first duplicate the face which has the arch I want, and elongate it (fig.07c). After that, the powerful plugin JointPushPull comes in to help me thicken the surface. It allows me to push/pull a surface that is not flat (fig.07d).

有时我想要一个覆盖面板略高于身体,但具有完全相同的拱或形状。为了实现这一点,我首先复制有我想要的拱的脸,并伸长它(图07c)。之后,强大的插件JointPushPull进来帮助我加厚表面。它允许我推/拉不平坦的表面(图07d)。

However, I decide to tweak the shape a little bit, again using the Tapering tool in FredoScale. I want the axes to follow the slant degree of the panel, so I click on an edge that has a similar slant degree to redefine the scaling axes (fig.07e) .

但是,我决定稍微调整一下形状,再次使用FredoScale中的Tapering工具。我想要轴遵循面板的倾斜度,因此我点击具有类似倾斜度的边缘以重新定义缩放轴(图0.07e)。

图7a - 将手柄和拱门细节添加到机械

图7b - 使用跟随工具创建手柄

图7C-复制和放大现有的面以创建拱形件

图7d - 使用JointPushPull插件加厚拱

图7e - 调整倾斜件的定标轴

Step 08: Further detailing and mechanism logic

步骤08:进一步的细节和机制逻辑

I further detail the front part and the middle body with other techniques. Here I use the Arch tool to connect arches with different degrees to create the result I want (fig.08b). Here I also use a technique to create the thickness of certain portions of a handle. I first use the Intersect tool to create cut lines, and then use JointPushPull to create the thickness. (fig.08c)

我进一步详细的前部和中间身体与其他技术。这里我使用Arch工具连接不同程度的拱,以创建我想要的结果(Fig.08b)。这里我还使用一种技术来创建手柄的某些部分的厚度。我首先使用相交工具创建切割线,然后使用JointPushPull创建厚度。 (图0.08c)

I also want to create an indentation on a slanted surface with the same slanting degree. I first use the Follow Me tool to create the indentation (fig.08d). I then use the Intersect Faces tool to cut the geometries and delete any unwanted bits that I don't want (fig.08e).

我还想在倾斜表面上创建具有相同倾斜度的缩进。我首先使用Follow Me工具创建缩进(Fig.08d)。然后我使用相交面工具剪切几何形状,并删除任何不需要的位,我不想要的(图0.08e)。

An important thing to keep in mind when interpreting a 2D mech design into a 3D model is how different parts are connected, and if they can move without cutting into each other. When I design and model, I mentally assign certain parts to certain groups, such as the 'thigh' group, the 'joint' group and the 'leg' group, to make sure that they're connected in a way that can move, no matter how complex the structures are. Once things are broken down into different groups, I know that I can pay more attention to how to make the 'joint' groups functional and have more fun with the shapes of the other parts.

在将2D机械设计解释为3D模型时,要记住一件重要的事情是如何连接不同的部件,以及如果它们可以移动而不相互切割。当我设计和建模时,我精神上将某些部分分配给某些组,例如“大腿”组,“关节”组和“腿”组,以确保它们以可移动的方式连接,无论结构多么复杂。一旦事情被分解成不同的组,我知道我可以更加注意如何使“联合”组功能和更多的乐趣与其他部分的形状。

图8a-进一步详细说明

图8b - 使用Arch工具连接拱门

图8c - JointPushPull再次动作

图8d - 使用跟随工具创建缩进

图8e - 切割和删除不需要的几何

Step 09: Hidden joints步骤09:隐藏关节

After finishing most parts of the front portion of the mech, I start to think about the joints between the main body and the front legs. These joints are hidden from a three-quarter view beauty shot, but are essential to the mechanism of the front legs.

在完成机器前部的大部分部分后,我开始考虑主体和前腿之间的关节。 这些关节从四分之三视角的美丽镜头隐藏,但是对前腿的机制是至关重要的。

I block in some cylinders and boxes to settle the mechanism, which should allow the legs to move both up and down, left and right. Then I detail the shapes of the parts to make them more than just primary shapes (fig.09a). A small trick I use here to get a bevel corner on an irregular shape is by using the Intersection Faces tool and sealing the holes later (fig.09b).

我阻塞在一些气瓶和箱子,以解决机制,这应该允许腿向上和向下,左和右移动。 然后我详细描述部件的形状,使它们不仅仅是主要的形状(Fig.09a)。 我在这里使用一个小技巧在不规则形状上获得一个斜角是通过使用交叉面工具,然后密封孔(图09b)。

图9a - 更详细的接头的建模

图9b - 使用交叉面添加斜面细节

Step 10: Back legs步骤10:后腿

It's time to get to the back legs. There is a lot of fine tweaking to the model and I don't follow exactly how the original sketch looks, especially with the ankle parts. I rearrange how the panels are overlapping each other, so I can get a look as close to the sketch as possible while not making the legs too thin and narrow. This is a situation I often encounter when interpreting 2D design to 3D; the width of a part of a sketch on paper is often not really the same case when it's modeled. 是时候到后腿了。 有很多精细的调整到模型,我不能准确地跟随原始草图的外观,特别是与踝部分。 我重新排列面板如何彼此重叠,所以我可以看看尽可能接近草图,而不是使腿太薄和狭窄。 这是我在将2D设计解释为3D时经常遇到的情况; 纸上草图的一部分的宽度在建模时通常不是真的相同的情况。

I adjust the proportion of the back legs because I imagine this mech has a strong jumping mechanism that resembles a hunting animal. I start to have a rough idea about the exact usage of this mech; more for scouting in a small area. In many cases, a design that mimics a function in nature is usually appealing because of its relatability.

我调整后腿的比例,因为我想这个机械有一个强大的跳跃机制,类似于一个狩猎动物。 我开始对这个机械的确切用法有一个粗略的想法; 更多的在一个小区域侦察。 在许多情况下,模拟自然功能的设计通常是吸引人的,因为它的相对性。

Step 11: Back legs, continued第11步:后腿,继续

I use a couple of tricks to get certain shapes. For the small panel extruding from the joints, I first draw a rectangle, and then cut out the shape on the rectangle (fig.11a). I finish the panel by pushing out the thickness.

我使用几个技巧来获得某些形状。 对于从接头处挤出的小面板,我首先绘制一个矩形,然后切出矩形上的形状(图11a)。 我通过推出厚度完成面板。

I also want to create an offset continuation on an irregular and slanted surface. Therefore, I first use the Offset tool to offset the edges I want, and then I draw the construction lines from the points. In order to connect the construction lines, I draw along the line I already have and find the pink indicating line, which means the new portion of the line is on the same path. Eventually, I connect all the points and create faces (fig.11b).

我还想在不规则和倾斜的表面上创建一个偏移延续。 因此,我首先使用偏移工具来偏移我想要的边,然后从点绘制构造线。 为了连接建筑线,我沿着我已经有的线绘制,找到粉红色的指示线,这意味着线的新部分在同一路径上。 最后,我连接所有点并创建面(图11b)。

图11a-在这个阶段的机械的细节水平

图11b - 从上到下:绘制构造线,找到粉红线,并连接点以创建面

Step 12: Wrapping up details步骤12:结束细节

Here I like to mention a few tricks and a plugin that are useful for adding the 'cherries' on top, or the details such as rivets, small and repetitive indentations, bevels on an irregular shape, and smooth bevels on edges. I created and saved a rivet to my component library right at the beginning, so now I simply drag and drop it every time I need it.

在这里,我想提一些技巧和插件,有用的添加“樱桃”顶部,或细节,如铆钉,小和重复的压痕,不规则形状的斜面和边缘上的光滑斜面。 我在一开始就创建并保存了一个铆钉到我的组件库,所以现在我只需拖放它每次我需要它。

To create repetitive indentations with the same intervals, I first draw the shape of the first indentation, and then duplicate it by holding Ctrl while using the Move tool. Right after duplication, I type in '3/' to create two duplicates in between (fig.12b). '3/' means 'divide the interval by three'.

要使用相同的间隔创建重复缩进,我首先绘制第一个缩进的形状,然后在使用“移动”工具时按住Ctrl的同时复制它。 在复制之后,我输入“3 /”以在两者之间创建两个重复(图12b)。 '3 /'表示“将间隔除以三”。

We can also duplicate right next to the original and type in '3X', which means 'make three duplicates from the original'. I then finish the indentation by using the Push/Pull tool.

我们也可以在原稿旁边复制,并输入“3X”,这意味着“从原稿制作三个副本”。 然后使用推/拉工具完成缩进。

图12a - 该阶段的机械细节水平

图12b - 复制一个片段以创建重复的图案

Step 13: Refining edges with bevels步骤13:用斜面精磨边缘

To create a bevel on an irregular surface, instead of using 'Follow Me' as if it was on a straight edge, I use the 'Intersection Faces' tool (fig.13a).

要在不规则表面上创建一个斜面,而不是使用“跟随我”,就像它在一个直边上,我使用“交叉面”工具(图13a)。

The plugin I use to create smooth and sophisticated narrow bevels on edges is called RoundCorner. It is simply for mimicking how, in reality, most edges of an object are not really that sharp (fig.13b).

我用来在边上创建平滑和复杂的窄斜面的插件称为RoundCorner。 它只是为了模拟如何,在现实中,对象的大多数边缘不是真正那么尖锐(图13b)。

Finally, it's time to check if the four legs can move without obstruction, and can allow the mech a reasonably smooth movement and ability to turn (fig.13c). Next time, we'll look at ID-labeling, adding materials and rendering with KeyShot, and creating a background to finish the image!

最后,是时候检查四条腿是否可以没有阻碍地移动,并且可以允许机械相当平稳的移动和转动的能力(图13c)。 下一次,我们将看看ID标签,添加材料和渲染与KeyShot,并创建一个背景来完成图像!

图13a - 使用交叉面创建斜边边缘细节

图13b - 使用RoundCorner创建更平滑的斜面

图13c - 测试四肢是否能够无障碍地移动

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