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Anonymous1758726427
10-21 02:43
Model Name
head and neck 3d model
Tags
character
rendering
realistic
Prompt
import bpy import bmesh import mathutils # 清理场景 bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) def create_human_head(): # 创建头部基础球体 bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 1.7)) head = bpy.context.active_object head.name = "Head" # 进入编辑模式调整头部形状 bpy.ops.object.mode_set(mode='EDIT') bm = bmesh.from_edit_mesh(head.data) # 拉伸下巴区域 for vert in bm.verts: if vert.co.z < 0 and vert.co.y > 0: vert.co.z -= 0.3 # 下拉形成下巴 if vert.co.z > 0.5 and vert.co.y < -0.5: vert.co.x *= 0.8 # 收窄后脑 bmesh.update_edit_mesh(head.data) bpy.ops.object.mode_set(mode='OBJECT') # 添加细分表面修改器 head.modifiers.new(name="Subdivision", type='SUBSURF') head.modifiers["Subdivision"].levels = 2 return head def create_neck(): # 创建脖子圆柱体 bpy.ops.mesh.primitive_cylinder_add( vertices=8, radius=0.3, depth=0.8, location=(0, 0, 0.8) ) neck = bpy.context.active_object neck.name = "Neck" # 调整脖子形状 - 上细下粗 bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='SELECT') bpy.ops.transform.resize(value=(1, 1, 1.2)) # 选择顶部顶点并缩小 bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.mode_set(mode='OBJECT') return neck def connect_head_neck(head, neck): # 选择头部和脖子 bpy.ops.object.select_all(action='DESELECT') head.select_set(True) neck.select_set(True) bpy.context.view_layer.objects.active = head # 使用布尔运算连接 bool_mod = head.modifiers.new(name="Boolean_Neck", type='BOOLEAN') bool_mod.operation = 'UNION' bool_mod.object = neck # 应用修改器获得单一网格 bpy.ops.object.select_all(action='DESELECT') head.select_set(True) bpy.context.view_layer.objects.active = head # 复制对象并应用修改器 bpy.ops.object.duplicate() combined = bpy.context.active_object combined.name = "Head_Neck_Combined" bpy.ops.object.modifier_apply(modifier="Boolean_Neck") return combined # 执行建模 head = create_human_head() neck = create_neck() final_model = connect_head_neck(head, neck) # 设置平滑着色 bpy.ops.object.shade_smooth() print("人头和脖子白模创建完成!")
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