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How to make 3D models for games
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Learning to make 3D models for games can at first seem daunting. However, these key techniques will help you gain an insight into how the process works, whether youβre looking to use simple shapes to develop your own art or learn disruptive new approaches.
Box/subdivision modeling
Box, or subdivision modeling is a polygonal modeling technique. Polygons are made up of three parts: vertexes, edges and faces. Put simply, they are basic shapes such as triangles, squares or rectangles. In box modeling for gaming, these are manipulated to create anything from monsters to aliens.
The process starts with a low-resolution mesh of a simple shape, which is then refined using 3D modeling software, sculpting areas that are not required. This mesh is then subdivided to allow artists to tweak polygons and create greater detail within certain areas, meaning a model eventually resembles a planned character or object. For beginners, this is likely to be the first technique you encounter, allowing you to make simple models using appropriate software.
Contour/edge modeling
While box modeling takes a simple shape and manipulates it into a finished model, contour, or edge modeling takes a different approach. Both are polygonal techniques, but contour modeling relies on building a model piece by piece.
In practice, this means the careful placement of polygons next to each other to create art that is clear and detailed. This approach is often used when designing human faces, which can be difficult to craft using box modeling alone. Instead, artists can build a basic mesh and then add more meshes around it to achieve the finished article. The concise method of placing contours together to make lifelike models can be challenging, so it pays to watch online tutorials or undertake a course to best understand the process.
Procedural modeling
When it comes to crafting background detail such as woodland or buildings in a game, it can be time consuming to make each piece. This is where procedural modeling comes in.
Procedural models are made using algorithms rather than being made by hand. Artists can use a variety of different platforms to make them, all with the ability to manipulate key details to get the desired result. You can change settings to ensure foliage appears dense, tower blocks look dilapidated or animals seem fierce or friendly. Mastering such software means youβll be able to create entire in-game landscapes quickly, allowing you to focus more on key characters and frontline models.
3D scanning
3D scanning is used when a game requires lots of exact, real world detail, with characters modeled on specific people. While the technique has long been used in the film industry, it is also a cornerstone of gaming, especially within titles that place people rather than fantasy characters at their core.
This method requires the use of a 3D scanner, with the results of the scan then uploaded to a computer and processed via modeling software. The results are obviously more lifelike than models made using box or contour modeling, although thatβs not to say that the latter are in danger of being usurped, especially as they are used to make fantastic beasts and unique characters.
Digital sculpting
Digital sculpting has revolutionized the way in which 3D models are made. Whereas before 3D artists had to use edge or subdivision techniques to create models for games, now they can βsculptβ models using dedicated software and a pen tablet or display connected to their computer.
The process, which has been compared to a sculptor using brushes to carve out clay and shape it into a specific look, requires artists to use pressure to manipulate an on-screen mesh. Pressure sensitivity of a Wacom pen allows you to sculpt precisely with the amount of pressure you desire.
The result is a faster working process and creations that have a more realistic feel.
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Make your first model.
Get started with Wacom Cintiq.
Wacom Cintiq is a great place to begin your 3D modelling adventure. Built with Wacom quality and know-how, the super-responsive pen combined with the HD high clarity screen means you can sculpt precisely with full navigational control. Working with high resolution meshes means you can craft models with superb detail. And add another dimension to your creativity.
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Improve your 3D workflow with these simple tips
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Getting the sequence of your workflow right is crucial. Itβll ensure that your 3D creations go from sketches on a notepad to moving objects within a game, film or app with minimal fuss. That means recognizing what needs to be done first and working out the stages of your creative process, from when to fire up your modeling software to when to render your work into a final model. Read on and weβll explain the best way to optimize your 3D workflow.
Assess your assetβs importance and break out your sketchbook
3D assets for games can range from minor background props to a main character. With that in mind, itβs worth working out how important the asset is in relation to the wider project. Consider how much time a gamer or viewer will spend looking at the asset β this will determine how much detail you want to build into the model and therefore how much time you need to spend creating it.
Before turning on your computer and opening your 3D modeling software, spend some time researching images related to the asset youβre making, either using a search engine or at the library. As well as giving you inspiration, it will also give you a chance to get out your sketchbook and draw some basic outlines of what you hope to achieve. This way youβll have drawings to refer to when you start modeling.
Start building a basic model using 3D modeling software
Once youβve got your basic idea ready, open your 3D modeling software. Itβs best to start with something straightforward. Box or subdivision modeling is good for keeping things simple, allowing you to refine and sculpt a simple shape into the asset youβre trying to create. This can be subdivided into different polygons to make it easier to add detail and to refine your work as you go. And remember that itβs best to work in quads β polygons that have four edges and four vertices. Polygons that have five or more edges or vertices, known as nβgons, make sculpting a final model much more difficult.
Go back over your work regularly to ensure that polygons are as square as possible and that they do not have more than four edges or vertices. This will make it less likely that you need to rework the model later in the process or, worse, have to start again.
Learn about lighting
Lighting a model or a 3D scene is just as important as getting the model itself right. While the best 3D modeling software offers the chance to click a βcreate lightβ button and do this automatically, learning the basics and adding your own light practice to your workflow will make your models stand out.
As with modeling, reference images found online, in books or in magazines will help you understand how objects are lit. Spend time studying online tutorial videos to get to grips with the process of lighting a 3D model or scene. Different kinds of lighting can be used depending on what youβre trying to light. Point, or omni lighting is used when creating objects like light bulbs, while distant light sources, like the sun, make use of directional lighting. Spotlighting is used to showcase the light and dark of a model and is likely to be the main option when making a basic asset.
Developing a lighting practice takes time, but add this into your workflow and your 3D models will soon become more personalized and look more professional.
Focus on texturing
Texturing is all about taking a model and making it look more realistic. Itβs best to focus on this in conjunction with lighting, as different textures change how light can appear.
Once again, getting texture right requires lots of research, understanding how an asset would feel as well as how it looks. A basic understanding of how light falls on different materials and features, from brick to human skin, will give you a better chance of making textures look the best that they can.
While itβs possible to create textures using photo editing software, the best 3D design software allows artists and designers to make procedural text maps. These can be tweaked to reflect various materials and can be reworked more easily than assets made with photo editing tools. Best of all, you can save and reuse these assets for other projects, changing them according to your needs or those of the client.
Pressure sensitivity gives you greater control over te finer details of your design which is why Wacom pen tablets and displays are a good choice of device.
Get to grips with instancing
Instancing, also known as referencing, is a hugely powerful tool for 3D artists. It allows you to clone a single model and then lay them out, meaning itβs possible to quickly create complex background scenes such as cityscapes and forests. Whatβs more, it cuts down on the amount of computer power required when it comes to rendering, as models are clones rather than one-off, unique objects.
If youβre creating a vast city that needs lots of buildings, itβs possible to clone your models and create different base meshes. The best 3D software allows 3D artists to set instances to generate randomly, so architecture and woodland can appear more varied.
When working collaboratively, itβs possible for models to be used as external instances, meaning teams can use each otherβs creations to ensure characters and background assets appear throughout a game, with no need to create their own from scratch.
Render it out without any fuss
Rendering is the process of turning 3D models into 2D images. This can be done within 3D modeling software and allows you to see your final creations as they should look in a game or film.
3D modeling software comes with render presets, which you can change to ensure a different outcome depending on what you want your model to look like. As this is where youβll determine an assetβs size and resolution, it pays to have a very clear idea of what you want the final model to look like. Take the time to properly understand the nuances of shading and learn about high dynamic range imaging (HDRI) which can influence how your model looks when complete.
Hone your 3D processes. Get started with Wacom Cintiq.
Built with Wacom quality and know-how, Wacom Cintiq takes each stage of your 3D workflow to a new level. The super-responsive pen combined with the HD high clarity screen gives you exceptional precision and control when crafting your 3D creations.
Recommended product
Wacom Cintiq 16
Draw, design and create directly on a high resolution screen with a precise pen.
Shop Wacom Cintiq 16
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ΠΠ΅Π»Π°ΠΉΡΠ΅ Π½Π°Π±ΡΠΎΡΠΊΠΈ, ΡΠΈΡΡΠΉΡΠ΅ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠΉΡΠ΅ ΠΈΠ·ΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π²ΡΡΠΎΠΊΠΎΡΡΠ²ΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ Π±Π»ΠΎΠΊΠ½ΠΎΡΠ° ΠΈ ΡΠΎΡΠ½ΠΎΠ³ΠΎ ΠΏΠ΅ΡΠ° ΠΈ Π½Π°Π±Π»ΡΠ΄Π°ΠΉΡΠ΅ Π·Π° ΡΠ²ΠΎΠΈΠΌΠΈ ΡΠ°Π±ΠΎΡΠ°ΠΌΠΈ Π½Π° ΡΠΊΡΠ°Π½Π΅.
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Π ΠΈΡΡΠΉΡΠ΅, Π·Π°Π½ΠΈΠΌΠ°ΠΉΡΠ΅ΡΡ Π΄ΠΈΠ·Π°ΠΉΠ½ΠΎΠΌ ΠΈ ΡΠ²ΠΎΡΠΈΡΠ΅ ΠΏΡΡΠΌΠΎ Π½Π° ΡΠΊΡΠ°Π½Π΅ Ρ Π²ΡΡΠΎΠΊΠΈΠΌ ΡΠ°Π·ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ΠΌ ΠΏΡΠΈ ΠΏΠΎΠΌΠΎΡΠΈ ΡΠΎΡΠ½ΠΎΠ³ΠΎ ΠΏΠ΅ΡΠ°.
ΠΡΠΏΠΈΡΡ ΡΠ΅ΠΉΡΠ°Ρ
ΠΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΡ
Π’Π²ΠΎΡΠΈΡΠ΅ Π±Π΅Π·ΠΎ Π²ΡΡΠΊΠΈΡ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΈΠΉ Π±Π»Π°Π³ΠΎΠ΄Π°ΡΡ ΠΏΠΎΠ²ΡΡΠ΅Π½Π½ΠΎΠΉ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΠΈ ΡΡΡΡΠΎΠΉΡΡΠ²Π°, ΡΠΎΡΠ½ΠΎΠΌΡ ΠΏΠ΅ΡΡ ΠΈ ΠΏΠΎΡΡΡΡΠ°ΡΡΠ΅ΠΌΡ Π΄ΠΈΡΠΏΠ»Π΅Ρ.
ΠΡΠΏΠΈΡΡ ΡΠ΅ΠΉΡΠ°Ρ
ΠΠ»Π°Π½ΡΠ΅ΡΡ Smartpad
ΠΠΈΡΠΈΡΠ΅ ΠΏΠ΅ΡΠΎΠΌ ΠΏΠΎ Π±ΡΠΌΠ°Π³Π΅ ΠΈ ΠΊΠΎΠ½Π²Π΅ΡΡΠΈΡΡΠΉΡΠ΅ ΡΠ²ΠΎΠΈ ΡΡΠΊΠΎΠΏΠΈΡΠ½ΡΠ΅ Π·Π°ΠΌΠ΅ΡΠΊΠΈ Π² ΡΠΈΡΡΠΎΠ²ΠΎΠΉ ΡΠΎΡΠΌΠ°Ρ.
ΠΡΠΏΠΈΡΡ ΡΠ΅ΠΉΡΠ°Ρ
Π‘ΡΠΈΠ»ΡΡ
ΠΠ΅Π΄ΠΈΡΠ΅ Π·Π°ΠΏΠΈΡΠΈ ΠΈ Π±ΡΡΡΡΠΎ ΡΠΈΠΊΡΠΈΡΡΠΉΡΠ΅ ΠΈΠ΄Π΅ΠΈ Π½Π° ΡΠ²ΠΎΠ΅ΠΌ ΠΌΠΎΠ±ΠΈΠ»ΡΠ½ΠΎΠΌ ΡΡΡΡΠΎΠΉΡΡΠ²Π΅ ΠΏΡΠΈ ΠΏΠΎΠΌΠΎΡΠΈ ΡΡΠΈΠ»ΡΡΠ° Wacom.
ΠΡΠΏΠΈΡΡ ΡΠ΅ΠΉΡΠ°Ρ
ΠΠ½ΡΠΎΡΠΌΠ°ΡΠΈΡ ΠΎ Wacom
Wacom ΡΡΠ°Π²ΠΈΡ ΡΠ²ΠΎΠ΅ΠΉ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΠΎΠΉ ΡΠ΅Π»ΡΡ ΡΠ±Π»ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π»ΡΠ΄Π΅ΠΉ ΠΈ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π΅ΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΠΎΠ³ΠΎ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠ°. ΠΡΠ° ΠΊΠΎΠ½ΡΠ΅ΠΏΡΠΈΡ ΡΠ΄Π΅Π»Π°Π»Π° ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΡ Π²Π΅Π΄ΡΡΠΈΠΌ ΠΌΠΈΡΠΎΠ²ΡΠΌ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»Π΅ΠΌ ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΡ
Π³ΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΈΡ
ΠΏΠ»Π°Π½ΡΠ΅ΡΠΎΠ² ΠΈ ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΡ
Π΄ΠΈΡΠΏΠ»Π΅Π΅Π², Π° ΡΠ°ΠΊΠΆΠ΅ ΡΠΈΡΡΠΎΠ²ΡΡ
ΡΡΠΈΠ»ΡΡΠΎΠ² ΠΈ ΡΠ΅ΡΠ΅Π½ΠΈΠΉ Π΄Π»Ρ ΡΠΎΡ
ΡΠ°Π½Π΅Π½ΠΈΡ ΠΈ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠΈ ΡΠΈΡΡΠΎΠ²ΡΡ
ΠΏΠΎΠ΄ΠΏΠΈΡΠ΅ΠΉ. ΠΡΡΠΎΠΊΠΈΠ΅ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ, ΠΊΠΎΡΠΎΡΡΠ΅ Π»Π΅Π³Π»ΠΈ Π² ΠΎΡΠ½ΠΎΠ²Ρ ΠΈΠ½ΡΡΠΈΡΠΈΠ²Π½ΡΡ
ΡΡΡΡΠΎΠΉΡΡΠ² Π²Π²ΠΎΠ΄Π° Wacom, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΡΠ΅Π²ΠΎΡΡ
ΠΎΠ΄Π½ΡΡ
ΡΠ°Π±ΠΎΡ ΡΠΈΡΡΠΎΠ²ΠΎΠ³ΠΎ ΠΈΡΠΊΡΡΡΡΠ²Π°, ΡΠΈΠ»ΡΠΌΠΎΠ², ΡΠΏΠ΅ΡΡΡΡΠ΅ΠΊΡΠΎΠ², ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΎΠΊ Π² ΠΎΠ±Π»Π°ΡΡΠΈ ΠΌΠΎΠ΄Ρ ΠΈ Π΄ΠΈΠ·Π°ΠΉΠ½Π° ΠΏΠΎ Π²ΡΠ΅ΠΌΡ ΠΌΠΈΡΡ, Π° ΡΠ°ΠΊΠΆΠ΅ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡΡ ΠΈΠ½Π΄ΠΈΠ²ΠΈΠ΄ΡΠ°Π»ΡΠ½ΡΠΌ ΠΈ ΠΊΠΎΡΠΏΠΎΡΠ°ΡΠΈΠ²Π½ΡΠΌ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΠΌ Π²ΡΡΠ°Π·ΠΈΡΡ ΡΠ²ΠΎΡ ΠΈΠ½Π΄ΠΈΠ²ΠΈΠ΄ΡΠ°Π»ΡΠ½ΠΎΡΡΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΠΎΠ΄Π½ΠΎΠΉ ΠΈΠ· Π»ΡΡΡΠΈΡ
ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠΎΠ². ΠΠΎΠΌΠΏΠ°Π½ΠΈΡ Wacom, ΠΎΡΠ½ΠΎΠ²Π°Π½Π½Π°Ρ Π² 1983 Π³ΠΎΠ΄Ρ, ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΌΠ΅ΠΆΠ΄ΡΠ½Π°ΡΠΎΠ΄Π½ΠΎΠΉ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΠ΅ΠΉ Ρ Π³ΠΎΠ»ΠΎΠ²Π½ΡΠΌ ΠΎΡΠΈΡΠΎΠΌ Π² Π―ΠΏΠΎΠ½ΠΈΠΈ (Π’ΠΎΠΊΠΈΠΉΡΠΊΠ°Ρ ΡΠΎΠ½Π΄ΠΎΠ²Π°Ρ Π±ΠΈΡΠΆΠ° 6727) ΠΈ ΠΈΠΌΠ΅Π΅Ρ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠ΅ ΠΈ Π°ΡΡΠΈΠ»ΠΈΡΠΎΠ²Π°Π½Π½ΡΠ΅ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΠΈ ΠΏΠΎ Π²ΡΠ΅ΠΌΡ ΠΌΠΈΡΡ, ΠΊΠΎΡΠΎΡΡΠ΅ Π·Π°Π½ΠΈΠΌΠ°ΡΡΡΡ ΠΌΠ°ΡΠΊΠ΅ΡΠΈΠ½Π³ΠΎΠΌ ΠΈ ΠΏΡΠΎΠ΄Π°ΠΆΠ°ΠΌΠΈ Π±ΠΎΠ»Π΅Π΅ ΡΠ΅ΠΌ Π² 150 ΡΡΡΠ°Π½Π°Ρ
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Π£Π·Π½Π°ΡΡ Π±ΠΎΠ»ΡΡΠ΅ ΠΎ Wacom
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3D Slash β 3D Π»Π°ΠΊΠΎΠΌΡΡΠ²ΠΎ
| ΠΠΎΠΉΡΠΈ |
Β
ΠΡΠ΅ΠΌΠΈΡΠΌ!
Π‘ΡΠ°Π½ΡΡΠ΅ ΠΏΡΠΈΠ²ΠΈΠ»Π΅Π³ΠΈΡΠΎΠ²Π°Π½Π½ΡΠΌ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Π΅ΠΌ ΠΈ ΠΎΡΠΊΡΠΎΠΉΡΠ΅ Π΄Π»Ρ ΡΠ΅Π±Ρ Π²Π΅ΡΡ ΠΏΠΎΡΠ΅Π½ΡΠΈΠ°Π» 3D Slash Ρ Π½Π°ΡΠΈΠΌΠΈ ΠΏΡΠ΅Π΄Π»ΠΎΠΆΠ΅Π½ΠΈΡΠΌΠΈ Premium!
ΠΠΎΠ³Π΄Π° Π²Ρ ΠΏΠ΅ΡΠ΅Ρ
ΠΎΠ΄ΠΈΡΠ΅ Π½Π° Premium, Π²Ρ ΡΠ°ΠΊΠΆΠ΅ ΠΏΠΎΠΌΠΎΠ³Π°Π΅ΡΠ΅ Π½Π°ΠΌ ΡΠ°Π·Π²ΠΈΠ²Π°ΡΡ ΠΏΡΠΎΠ΅ΠΊΡ ΠΈ Π΅ΡΠ΅ Π±ΠΎΠ»ΡΡΠ΅ Π΄Π΅ΠΌΠΎΠΊΡΠ°ΡΠΈΠ·ΠΈΡΠΎΠ²Π°ΡΡ 3D.
ΠΠΠ‘ΠΠΠΠ’ΠΠ | ΠΠ ΠΠΠΠ£Π! | Π¨ΠΠΠΠ« | ΠΠ ΠΠ€ΠΠ‘Π‘ΠΠΠΠΠΠ« | |
ΠΠ΅Π±-Π²Π΅ΡΡΠΈΡ | ||||
ΠΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΈΠΌΠ΅ΡΡ Π΄ΠΎΡΡΡΠΏ ΠΊ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΠΎΠΌΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΡ 3D Slash ΠΏΡΡΠΌΠΎ Π² ΡΠ²ΠΎΠ΅ΠΌ Π±ΡΠ°ΡΠ·Π΅ΡΠ΅! | ||||
ΠΠ½Π»Π°ΠΉΠ½-Ρ ΡΠ°Π½ΠΈΠ»ΠΈΡΠ΅ | ||||
ΠΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΌΠΎΠ³ΡΡ ΡΠΎΡ ΡΠ°Π½ΡΡΡ ΡΠ²ΠΎΡ ΡΠ°Π±ΠΎΡΡ. 3D Slash Π΄Π΅Π»Π°Π΅Ρ ΡΠ΅Π·Π΅ΡΠ²Π½ΡΠ΅ ΠΊΠΎΠΏΠΈΠΈ Π²ΡΠ΅Π³ΠΎ ΠΈ ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ ΡΡΠ°ΡΡΠ½ΠΈΠΊΠΎΠ². Π£ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΡΠ°ΠΉΠ»Π° ΡΠ²ΠΎΡ ΠΈΡΡΠΎΡΠΈΡ! | ||||
ΠΡΡΠΎΠΊΠΎΠ΅ ΡΠ°Π·ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ | ||||
ΠΠ΅ΡΠΏΠ»Π°ΡΠ½ΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΈΠΌΠ΅ΡΡ ΡΠΎΠ»ΡΠΊΠΎ 7 ΡΠ°Π·ΠΌΠ΅ΡΠΎΠ² ΠΊΡΠ±ΠΈΠΊΠΎΠ². ΠΠ½ΠΎΠ³Π΄Π° ΠΏΠΎΠ»Π΅Π·Π½ΠΎ ΡΠ°Π±ΠΎΡΠ°ΡΡ Π±ΠΎΠ»Π΅Π΅ ΡΠΎΠ½ΠΊΠΎ. ΠΡΠ΅ΠΌΠΈΡΠΌ-ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΈΠΌΠ΅ΡΡ Π΅ΡΠ΅ ΠΎΠ΄ΠΈΠ½ ΠΌΠ΅Π½ΡΡΠΈΠΉ ΡΠ°Π·ΠΌΠ΅Ρ Π² Π²Π΅Π±-Π²Π΅ΡΡΠΈΠΈ ΠΈ Π΅ΡΠ΅ Π΄Π²Π° ΠΌΠ΅Π½ΡΡΠΈΡ ΡΠ°Π·ΠΌΠ΅ΡΠ° Π² ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠΈ 3D Slash | ||||
ΠΠΎΠ»Π½ΠΎΡΠ²Π΅ΡΠ½ΡΠΉ | 8 ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΡΡ ΡΠ²Π΅ΡΠΎΠ² | |||
6.![]() | ||||
ΠΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ 3D Slash | ΠΠΎΠΏΡΠΎΠ±ΠΎΠ²Π°ΡΡ (Π±Π΅Π· ΡΠΊΡΠΏΠΎΡΡΠ°) | |||
ΠΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ 3D Slash ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ ΡΠ°Π±ΠΎΡΠ°ΡΡ Π² Π°Π²ΡΠΎΠ½ΠΎΠΌΠ½ΠΎΠΌ ΡΠ΅ΠΆΠΈΠΌΠ΅ ΠΈ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·ΠΈΡΠΎΠ²Π°ΡΡΡΡ ΠΏΡΠΈ ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ΅Π½ΠΈΠΈ ΠΊ ΡΠ΅ΡΠΈ. ΠΡΡΡΠ΅Π΅ ΡΠ°Π·ΡΠ΅ΡΠ΅Π½ΠΈΠ΅, Π±ΡΡΡΡΠ΅Π΅, ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ 3D Slash Π΄Π΅ΠΉΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΊΡΡΡΠΎ! ΠΠ΅ΡΠΏΠ»Π°ΡΠ½ΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΌΠΎΠ³ΡΡ Π·Π°Π³ΡΡΠΆΠ°ΡΡ, ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°ΡΡ ΠΈ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·ΠΈΡΠΎΠ²Π°ΡΡ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ Π΄Π»Ρ Π»ΠΎΠΊΠ°Π»ΡΠ½ΠΎΠ³ΠΎ Π·Π°ΠΏΡΡΠΊΠ° ΡΠ²ΠΎΠΈΡ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ, Π½ΠΎ ΠΎΠ½ΠΈ Π½Π΅ ΠΌΠΎΠ³ΡΡ Π½ΠΈ ΡΠΎΡ ΡΠ°Π½ΡΡΡ ΡΠ²ΠΎΡ ΡΠ°Π±ΠΎΡΡ, Π½ΠΈ ΡΠΊΡΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΡΠ°ΠΉΠ»Ρ STL. ΠΠΎΡΡΠΎΠΌΡ ΠΎΠ½ΠΈ ΠΌΠΎΠ³ΡΡ ΠΏΡΠΎΠ²Π΅ΡΠΈΡΡ, ΡΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΠ° Π»ΠΈ ΠΈΡ ΡΠΈΡΡΠ΅ΠΌΠ°, ΠΏΡΠ΅ΠΆΠ΄Π΅ ΡΠ΅ΠΌ ΠΏΠ΅ΡΠ΅ΠΉΡΠΈ Π½Π° Premium. | ||||
ΠΠΊΡΠΏΠΎΡΡ | ΠΡΠ΅ΡΠ΅Π΄Ρ | |||
ΠΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ ΠΌΠΎΠ³ΡΡ ΡΠΊΡΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΡΠ²ΠΎΠΈ ΡΠ°ΠΉΠ»Ρ Π² STL ΠΈΠ»ΠΈ OBJ, Π½ΠΎ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΆΠ΄Π°ΡΡ ΡΠ²ΠΎΠ΅ΠΉ ΠΎΡΠ΅ΡΠ΅Π΄ΠΈ Π΄Π»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π·Π°Π³ΡΡΠ·ΠΊΠΈ.![]() | ||||
ΠΠ°ΠΏΠΊΠΈ | ||||
Π‘ΠΎΠ·Π΄Π°Π²Π°ΠΉΡΠ΅ ΠΏΠ°ΠΏΠΊΠΈ Π΄Π»Ρ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΈ Ρ ΡΠ°Π½Π΅Π½ΠΈΡ Π²Π°ΡΠΈΡ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ. | ||||
Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ΠΎΠΉ | ||||
Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Π΅ΠΉ Ρ ΡΠ»Π΅ΠΊΡΡΠΎΠ½Π½ΠΎΠΉ ΠΏΠΎΡΡΠΎΠΉ ΠΈΠ»ΠΈ Π±Π΅Π· Π½Π΅Π΅. ΠΠ°ΡΠ΅ΠΌ Π½Π°Π·Π½Π°ΡΡΡΠ΅ ΠΈΡ ΡΠ²ΠΎΠΈΠΌ ΠΏΠ°ΠΏΠΊΠ°ΠΌ, ΡΡΠΎΠ±Ρ ΡΠΎΠ·Π΄Π°ΡΡ ΡΠ°Π±ΠΎΡΠΈΠ΅ Π³ΡΡΠΏΠΏΡ. ΠΠΎΡΡΡΠΏΠ½ΠΎ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΏΠΎΠ»ΠΈΡΠΈΠΊ Π΄ΠΎΡΡΡΠΏΠ°: ΠΊΠ»Π°ΡΡ, ΠΏΡΠΎΠ΅ΠΊΡ, Π³Π°Π»Π΅ΡΠ΅Ρ. | ||||
Π‘ΠΊΠΈΠ΄ΠΊΠ° Π½Π° ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠ΅ | ||||
Π¨ΠΊΠΎΠ»Ρ ΠΏΠΎΠ»ΡΡΠ°ΡΡ ΡΠΊΠΈΠ΄ΠΊΡ Π½Π° ΡΡΠΈ ΠΏΡΠ΅Π΄Π»ΠΎΠΆΠ΅Π½ΠΈΡ! | ||||
ΠΠΎΠΌΠΌΠ΅ΡΡΠ΅ΡΠΊΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ | ||||
ΠΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½Π°Ρ Π»ΠΈΡΠ΅Π½Π·ΠΈΡ ΡΠ°Π·ΡΠ΅ΡΠ°Π΅Ρ ΠΊΠΎΠΌΠΌΠ΅ΡΡΠ΅ΡΠΊΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅. | ||||
$0ΠΠ°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΡΠΉΡΠ΅ΡΡ ΠΏΠ΅ΡΠ²ΡΠΌ! | ΠΡΠ΅Π³ΠΎ 2 Π΄ΠΎΠ»Π»Π°ΡΠ° Π² ΠΌΠ΅ΡΡΡ!ΠΎΠΏΠ»Π°ΡΠΈΠ²Π°Π΅ΡΡΡ Π΅ΠΆΠ΅Π³ΠΎΠ΄Π½ΠΎ — Π²ΡΠ΅Π³ΠΎ $24 ΠΠ°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΡΠΉΡΠ΅ΡΡ ΠΏΠ΅ΡΠ²ΡΠΌ! | ΠΠ°ΡΠΈΠ½Π°Ρ Ρ$12 Π² ΠΌΠ΅ΡΡΡ! ΠΡΠΊΡΠΎΠΉΡΠ΅ Π΄Π»Ρ ΡΠ΅Π±Ρ | ΠΠ°ΡΠΈΠ½Π°Ρ Ρ$20 Π² ΠΌΠ΅ΡΡΡ! ΠΡΠΊΡΠΎΠΉΡΠ΅ Π΄Π»Ρ ΡΠ΅Π±Ρ |
Π£ Π²Π°Ρ Π΅ΡΡΡ ΠΊΠΎΠ΄ Π»ΠΈΡΠ΅Π½Π·ΠΈΠΈ?
Π‘Π½Π°ΡΠ°Π»Π° Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΡΠΉΡΠ΅ΡΡ!
3DEXPERIENCE ΠΠ°ΡΠΊΠ°: ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ | Dassault SystΓ¨mes
ΠΠΎΠ»ΠΆΠ΅Π½ Π»ΠΈ Ρ Π±ΡΡΡ ΠΊΠ»ΠΈΠ΅Π½ΡΠΎΠΌ SOLIDWORKS, CATIA ΠΈΠ»ΠΈ Dassault SystΓ¨mes, ΡΡΠΎΠ±Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ 3DEXPERIENCE Make?
ΠΠ°ΠΌ Π½Π΅ Π½ΡΠΆΠ½ΠΎ Π±ΡΡΡ ΠΊΠ»ΠΈΠ΅Π½ΡΠΎΠΌ SOLDIWORKS, CATIA ΠΈΠ»ΠΈ Dassault SystΓ¨mes, ΡΡΠΎΠ±Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ 3D EXPERIENCE Make. ΠΠ°ΠΌ ΠΏΡΠΎΡΡΠΎ Π½ΡΠΆΠ½ΠΎ ΠΈΠΌΠ΅ΡΡ ΡΠ°ΠΉΠ» CAD ΠΈ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΠΎ ΡΠΎΠ·Π΄Π°ΡΡ ΡΡΠ΅ΡΠ½ΡΡ Π·Π°ΠΏΠΈΡΡ.
ΠΠΎΠ³Ρ Π»ΠΈ Ρ Π·Π°ΠΊΠ°Π·Π°ΡΡ Π²Π΅Π·Π΄Π΅ Π² ΠΌΠΈΡΠ΅?
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π·Π°ΠΊΠ°Π·Π°ΡΡ, Π³Π΄Π΅ Π±Ρ Π²Ρ Π½ΠΈ Π½Π°Ρ ΠΎΠ΄ΠΈΠ»ΠΈΡΡ, Π²Π°ΠΌ ΠΏΡΠΎΡΡΠΎ Π½ΡΠΆΠ½ΠΎ ΡΡΠΎΡΠ½ΠΈΡΡ Ρ ΠΏΠΎΡΡΠ°Π²ΡΠΈΠΊΠΎΠ², ΠΌΠΎΠ³ΡΡ Π»ΠΈ ΠΎΠ½ΠΈ Π΄ΠΎΡΡΠ°Π²ΠΈΡΡ Π² Π²Π°ΡΡ ΡΡΡΠ°Π½Ρ.
ΠΡ ΠΎΠ±ΡΠ°Π±Π°ΡΡΠ²Π°Π΅ΡΠ΅ ΡΠ°ΠΌΠΎΠΆΠ΅Π½Π½ΡΠ΅ ΡΠ±ΠΎΡΡ?
ΠΡΠ»ΠΈ Π²Π°Ρ ΠΏΠΎΡΡΠ°Π²ΡΠΈΠΊ ΡΡΠ»ΡΠ³ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π΅ Π² Π²Π°ΡΠ΅ΠΉ ΡΡΡΠ°Π½Π΅, Π½Π°ΡΠ° ΡΠ΅Π½Π° ΠΈ ΡΠ΅Π½Π° Π½Π°ΡΠΈΡ ΠΏΡΠΎΠ΄Π°Π²ΡΠΎΠ² ΡΠΊΠ°Π·Π°Π½Ρ Π±Π΅Π· ΡΠ°ΠΌΠΎΠΆΠ΅Π½Π½ΡΡ ΡΠ±ΠΎΡΠΎΠ², ΠΠΠ‘ ΠΈΠ»ΠΈ Π΄ΡΡΠ³ΠΈΡ Π½Π°Π»ΠΎΠ³ΠΎΠ². ΠΠ°ΠΌ Π½ΡΠΆΠ½ΠΎ ΡΠΏΡΠ°Π²ΠΈΡΡΡΡ Ρ ΡΡΠΈΠΌ.
ΠΠ°ΠΊΠΈΠ΅ Π²ΠΈΠ΄Ρ ΠΎΠΏΠ»Π°ΡΡ Π΄ΠΎΡΡΡΠΏΠ½Ρ Π½Π° Π²Π°ΡΠ΅ΠΉ ΠΏΠ»Π°ΡΡΠΎΡΠΌΠ΅?
ΠΡ ΠΏΡΠΈΠ½ΠΈΠΌΠ°Π΅ΠΌ ΠΊΡΠ΅Π΄ΠΈΡΠ½ΡΠ΅ ΠΈ Π΄Π΅Π±Π΅ΡΠΎΠ²ΡΠ΅ ΠΊΠ°ΡΡΡ: Visa, Mastercard, American Express ΠΈ Ρ.Β Π΄.Β
ΠΡΠ»ΠΈ Π²Ρ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅ΡΠ΅ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΡ, ΠΌΡ ΡΠ°ΠΊΠΆΠ΅ ΠΏΡΠΈΠ½ΠΈΠΌΠ°Π΅ΠΌ Π·Π°ΠΊΠ°Π· Π½Π° ΠΏΠΎΠΊΡΠΏΠΊΡ
Π§ΡΠΎ ΡΠ°ΠΊΠΎΠ΅ 3DEXPERIENCE Make Enterprise?
3D ΠΠΠ«Π’ Make Enterprise β ΡΡΠΎ ΠΎΠ±Π»Π°ΡΠ½ΠΎΠ΅ ΡΠ΅ΡΠ΅Π½ΠΈΠ΅. Π¦Π΅Π»ΡΡ ΡΠ΅ΡΠ΅Π½ΠΈΡ ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ°ΡΡΠ½ΠΎΠΉ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ²Π΅Π½Π½ΠΎΠΉ ΠΏΠ»ΠΎΡΠ°Π΄ΠΊΠΈ Π΄Π»Ρ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΠΉ, ΡΠΏΡΠ°Π²Π»ΡΡΡΠΈΡ
Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΈΠΌΠΈ ΡΠ°Π±Π»Π°Π±Π°ΠΌΠΈ, ΠΎΡΠ΄Π΅Π»Π°ΠΌΠΈ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠΉ ΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΎΠΊ ΠΈ Π²Π½Π΅ΡΠ½ΠΈΠΌΠΈ ΠΏΠΎΡΡΠ°Π²ΡΠΈΠΊΠ°ΠΌΠΈ.
ΠΠ°ΠΊΠΈΠ΅ ΡΠ°ΠΉΠ»Ρ Π‘ΠΠΠ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅Ρ ΠΏΠ»Π°ΡΡΠΎΡΠΌΠ°?
Π‘ΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΡΠ΅ ΡΠΎΡΠΌΠ°ΡΡ ΡΠ°ΠΉΠ»ΠΎΠ² Π‘ΠΠΠ Π½Π° 3D ΠΠΠ«Π’ ΠΠ°ΡΠΊΠΈ: STL, OBJ, STP, STEP, 3DXML, CATPART, SLDPRT, IGS, IGES, DXF, DWG.
ΠΠ°ΠΊΠΎΠ² ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΡΠΉ ΡΠ°Π·ΠΌΠ΅Ρ ΡΠ°ΠΉΠ»Π° Π‘ΠΠΠ ?
ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΡΠΉ ΡΠ°Π·ΠΌΠ΅Ρ ΡΠ°ΠΉΠ»ΠΎΠ² Π‘ΠΠΠ Β β 50 ΠΠ Π½Π° ΡΠ°ΠΉΠ» Π² 3D EXPERIENCE Make.
ΠΠ°ΠΊΠΈΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ Π΄ΠΎΡΡΡΠΏΠ½Ρ Π² 3DEXPERIENCE Make?
ΠΠ°ΡΠ° ΡΠΊΠΎΡΠΈΡΡΠ΅ΠΌΠ° ΠΏΡΠ΅Π΄Π»Π°Π³Π°Π΅Ρ ΠΎΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ: ΡΡΠ»ΡΠ³ΠΈ 3D-ΠΏΠ΅ΡΠ°ΡΠΈ, ΡΡΠ»ΡΠ³ΠΈ ΠΏΠΎ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ΅ Ρ Π§ΠΠ£, ΡΡΠ»ΡΠ³ΠΈ ΠΏΠΎ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΡ, ΡΡΠ»ΡΠ³ΠΈ ΠΏΠΎ ΡΠ΅Π·ΠΊΠ΅, ΡΡΠ»ΡΠ³ΠΈ ΠΏΠΎ Π»ΠΈΡΡΡ ΠΏΠΎΠ΄ Π΄Π°Π²Π»Π΅Π½ΠΈΠ΅ΠΌ ΠΈΠ»ΠΈ ΡΡΠ»ΡΠ³ΠΈ ΠΏΠΎ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ΅ Π»ΠΈΡΡΠΎΠ²ΠΎΠ³ΠΎ ΠΌΠ΅ΡΠ°Π»Π»Π°.
ΠΡΠ»ΠΈ Π²Ρ Π±ΠΎΠ»Π΅Π΅ ΠΎΠΏΡΡΠ½Ρ ΠΈΠ»ΠΈ Ρ Π²Π°Ρ Π΅ΡΡΡ ΠΎΡΠΎΠ±ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ, Π²Ρ ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΡΠ±ΡΠ°ΡΡ ΠΏΠΎΠ΄ΠΏΡΠΎΡΠ΅ΡΡ.
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΡΠ±ΡΠ°ΡΡ Π½Π° 3D ΠΠΠ«Π’ ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ Π²ΡΠ΅Ρ
ΡΡΠΈΡ
ΠΏΠΎΠ΄ΠΏΡΠΎΡΠ΅ΡΡΠΎΠ²: ΡΠΎΡΠΎΠΏΠΎΠ»ΠΈΠΌΠ΅ΡΠΈΠ·Π°ΡΠΈΡ (VAT, SLA, DLP, CDLP), ΡΠΏΠ»Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠΎΡΠΎΡΠΊΠΎΠ²ΠΎΠ³ΠΎ ΡΠ»ΠΎΡ (DMLS, SLS, SLM, MJF, EBM), ΡΠΊΡΡΡΡΠ·ΠΈΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° (FDM), ΡΠ°ΡΠΏΡΠ»Π΅Π½ΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ( MJ, NPJ, DOD), Π‘ΡΡΡΠΉΠ½Π°Ρ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠ²ΡΠ·ΡΡΡΠΈΠΌ (BJ), ΠΠΈΡΡΠΎΠ²ΠΎΠ΅ Π»Π°ΠΌΠΈΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ (LOM, SL), ΠΠ°ΠΏΡΠ°Π²Π»Π΅Π½Π½ΠΎΠ΅ Π½Π°Π½Π΅ΡΠ΅Π½ΠΈΠ΅ ΡΠ½Π΅ΡΠ³ΠΈΠΈ (DED, LENS, EBAM), Π€ΡΠ΅Π·Π΅ΡΠΎΠ²Π°Π½ΠΈΠ΅, Π’ΠΎΠΊΠ°ΡΠ½Π°Ρ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ°, ΠΠ»Π΅ΠΊΡΡΠΎΡΡΠΎΠ·ΠΈΠΎΠ½Π½Π°Ρ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° (EDM), ΠΠΈΡΡΠΎΠ²ΠΎΠΉ ΠΌΠ΅ΡΠ°Π»Π», Π¨ΡΠ°ΠΌΠΏΠΎΠ²ΠΊΠ°, ΠΡΠ΅ΡΡΠΎΠ²Π°Π½ΠΈΠ΅, ΠΠΎΠ²ΠΊΠ° , ΡΠΊΡΡΡΡΠ·ΠΈΡ, Π»Π°Π·Π΅ΡΠ½Π°Ρ ΡΠ΅Π·ΠΊΠ°, ΡΠ΅Π·ΠΊΠ° Π»Π΅Π·Π²ΠΈΠ΅ΠΌ, ΡΠ΅Π·ΠΊΠ° Π²ΠΎΠ΄ΠΎΠΉ, Π»ΠΈΡΡΠ΅ ΠΏΠΎΠ΄ Π΄Π°Π²Π»Π΅Π½ΠΈΠ΅ΠΌ, ΡΠΎΡΠ°ΡΠΈΠΎΠ½Π½ΠΎΠ΅ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΠ΅, Π²ΡΠ΄ΡΠ²Π½ΠΎΠ΅ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΠ΅, Π»ΠΈΡΡΠ΅, Π²Π°ΠΊΡΡΠΌΠ½ΠΎΠ΅ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΠ΅, ΠΊΠΎΠΌΠΏΡΠ΅ΡΡΠΈΠΎΠ½Π½ΠΎΠ΅ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΠ΅ ΠΈ ΡΠΎΡΠΌΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠΎΠ³ΡΡΠΆΠ΅Π½ΠΈΠ΅ΠΌ.
ΠΠ°ΡΠ° ΡΠΊΠΎΡΠΈΡΡΠ΅ΠΌΠ° ΡΠ°ΠΊΠΆΠ΅ ΠΏΡΠ΅Π΄Π»Π°Π³Π°Π΅Ρ ΡΠΈΡΠΎΠΊΠΈΠΉ ΡΠΏΠ΅ΠΊΡΡ ΠΎΡΠ΄Π΅Π»ΠΎΡΠ½ΡΡ ΡΠ°Π±ΠΎΡ, ΡΠ°ΠΊΠΈΡ ΠΊΠ°ΠΊ Π½Π°ΠΏΡΠ»Π΅Π½ΠΈΠ΅, ΠΏΠΎΡΠΎΡΠΊΠΎΠ²ΠΎΠ΅ ΠΏΠΎΠΊΡΡΡΠΈΠ΅, ΠΏΠΎΠΊΡΡΡΠΈΠ΅ ΠΏΠΎΠ³ΡΡΠΆΠ΅Π½ΠΈΠ΅ΠΌ, Π³Π°Π»ΡΠ²Π°Π½ΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΏΠΎΠΊΡΡΡΠΈΠ΅, Π³Π°Π»ΡΠ²Π°Π½ΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΏΠΎΠΊΡΡΡΠΈΠ΅, Π°Π½ΠΎΠ΄ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅, ΡΠ»Π΅ΠΊΡΡΠΎΡ ΠΈΠΌΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΏΠΎΠΊΡΡΡΠΈΠ΅ ΠΈΠ»ΠΈ ΠΊΡΠ°ΡΠ΅Π½ΠΈΠ΅.
ΠΠ°ΠΊΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π΄ΠΎΡΡΡΠΏΠ½Ρ Π² 3DEXPERIENCE Make?
ΠΡ ΠΏΡΠ΅Π΄Π»Π°Π³Π°Π΅ΠΌ ΠΎΡΠ΅Π½Ρ ΡΠΈΡΠΎΠΊΠΈΠΉ Π°ΡΡΠΎΡΡΠΈΠΌΠ΅Π½Ρ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ², ΠΎΡ ΠΎΡΠ΅Π½Ρ ΡΠ½ΠΈΠ²Π΅ΡΡΠ°Π»ΡΠ½ΡΡ Π΄ΠΎ ΠΎΡΠ΅Π½Ρ ΡΠΏΠ΅ΡΠΈΠ°Π»ΠΈΠ·ΠΈΡΠΎΠ²Π°Π½Π½ΡΡ . ΠΠ°ΡΠΈ ΠΎΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΊΠ°ΡΠ΅Π³ΠΎΡΠΈΠΈ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ²: ΠΏΠ»Π°ΡΡΠΈΠΊ, ΠΌΠ΅ΡΠ°Π»Π», ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ, Π²ΠΎΡΠΊ, ΠΎΡΠ΄Π΅Π»ΠΊΠ°, ΠΏΠ΅ΡΠΎΠΊ, ΡΡΠ΅ΠΊΠ»ΠΎ ΠΈΒ ΠΊΠ΅ΡΠ°ΠΌΠΈΠΊΠ°.
ΠΡ ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΠΎΠ³ΠΎΠ²ΠΎΡΠΈΡΡ Ρ Π½Π°ΡΠΈΠΌΠΈ ΠΏΡΠΎΠ΄Π°Π²ΡΠ°ΠΌΠΈ, ΡΡΠΎΠ±Ρ ΠΏΠΎΠ»ΡΡΠΈΡΡ Π±ΠΎΠ»Π΅Π΅ ΠΊΠΎΠ½ΠΊΡΠ΅ΡΠ½ΡΡ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΡ ΠΈΠ»ΠΈ Π΅ΡΠ»ΠΈ Π²Π°ΠΌ Π½ΡΠΆΠ½Π° ΠΊΠΎΠ½ΡΡΠ»ΡΡΠ°ΡΠΈΡ ΠΏΠΎ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π°ΠΌ.
ΠΠ°ΠΊΠΎΠ²Π° Π²Π°ΡΠ° ΠΏΠΎΠ»ΠΈΡΠΈΠΊΠ° Π² ΠΎΡΠ½ΠΎΡΠ΅Π½ΠΈΠΈ ΠΊΠΎΠ½ΡΠΈΠ΄Π΅Π½ΡΠΈΠ°Π»ΡΠ½ΠΎΡΡΠΈ ΠΈ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎΡΡΠΈ?
ΠΠΎΠ³Π΄Π° Π²Ρ ΡΠΎΠ·Π΄Π°Π΅ΡΠ΅ ΡΡΠ΅ΡΠ½ΡΡ Π·Π°ΠΏΠΈΡΡ ΠΈΠ»ΠΈ Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΠ΅ ΡΠ²ΠΎΡ ΡΠ°ΡΡΡ, ΠΌΡ ΡΠΎΠ·Π΄Π°Π΅ΠΌ ΡΠΏΠ΅ΡΠΈΠ°Π»ΡΠ½ΡΠΉ Π΄ΠΈΡΠΊ (3D-Π΄ΠΈΡΠΊ) ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ Π²Π°ΡΠ΅ΠΉ ΡΠ°ΡΡΠΈ. ΠΡ Π΅Π΄ΠΈΠ½ΡΡΠ²Π΅Π½Π½ΡΠΉ, ΠΊΡΠΎ ΠΈΠΌΠ΅Π΅Ρ Π΄ΠΎΡΡΡΠΏ ΠΊ ΡΡΠΎΠΌΡ ΠΠΈΡΠΊΡ.
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΠΊ ΡΠ²ΠΎΠ΅ΠΌΡ Π·Π°ΠΏΡΠΎΡΡ NDA (ΡΠΎΠ³Π»Π°ΡΠ΅Π½ΠΈΠ΅ ΠΎ Π½Π΅ΡΠ°Π·Π³Π»Π°ΡΠ΅Π½ΠΈΠΈ), ΠΏΠΎΡΡΠΎΠΌΡ ΠΏΡΠΎΠ΄Π°Π²ΡΡ Π΄ΠΎΠ»ΠΆΠ½ΡΒ ΠΏΠΎΠ΄ΠΏΠΈΡΠ°ΡΡ Π΅Π³ΠΎ, ΠΏΡΠ΅ΠΆΠ΄Π΅ ΡΠ΅ΠΌ ΠΏΠΎΠ»ΡΡΠΈΡΡ Π΄ΠΎΡΡΡΠΏ ΠΊ Π²Π°ΡΠΈΠΌ ΡΠ°ΡΡΡΠΌ.
ΠΡΠΎΠΌΠ΅ ΡΠΎΠ³ΠΎ, Π΅ΡΠ»ΠΈ Π²Ρ Π½Π΅ Ρ ΠΎΡΠΈΡΠ΅ Π΄Π΅Π»ΠΈΡΡΡΡ ΠΊΠ°ΠΊΠΎΠΉ-Π»ΠΈΠ±ΠΎ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠ΅ΠΉ, ΠΏΠΎΠΆΠ°Π»ΡΠΉΡΡΠ°, Π½Π΅ ΡΠΎΠ³Π»Π°ΡΠ°ΠΉΡΠ΅ΡΡ Π΄Π΅Π»ΠΈΡΡΡΡ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠ΅ΠΉ ΠΎ ΡΠ²ΠΎΠ΅ΠΉ Π΄Π΅ΡΠ°Π»ΠΈ Ρ ΠΏΡΠΎΠ΄Π°Π²ΡΠ°ΠΌΠΈ Π΄Π»Ρ Instant Quote.
ΠΠΎΠΆΠ°Π»ΡΠΉΡΡΠ°, ΠΎΠ·Π½Π°ΠΊΠΎΠΌΡΡΠ΅ΡΡ Ρ Π½Π°ΡΠΈΠΌΠΈ ΡΡΠ»ΠΎΠ²ΠΈΡΠΌΠΈ, Π΅ΡΠ»ΠΈ Π²Ρ Ρ ΠΎΡΠΈΡΠ΅ ΡΠ·Π½Π°ΡΡ Π±ΠΎΠ»ΡΡΠ΅.
ΠΠ°ΠΊ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½Π°Ρ ΠΊΠΎΡΠΈΡΠΎΠ²ΠΊΠ°?
Π£ Π½Π°Ρ Π΅ΡΡΡ Π΄Π²Π° ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠ° ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½ΡΡ ΠΊΠΎΡΠΈΡΠΎΠ²ΠΎΠΊ:
— ΠΠ°Ρ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΡΠΉ Π΄Π²ΠΈΠΆΠΎΠΊ, ΠΏΡΠΎΠ΄Π°Π²ΡΡ ΠΏΡΠΎΡΡΠΎ Π²Π²ΠΎΠ΄ΡΡ Π΅Π³ΠΎ. ΠΠΎΠ³Π΄Π° Π²Ρ Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΠ΅ Π΄Π΅ΡΠ°Π»Ρ, Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ Π²Ρ ΠΎΠ΄Π½ΡΡ Π΄Π°Π½Π½ΡΡ 3D ΠΠΠ«Π’ ΠΡΠ΅Π½ΠΈΡΠ΅ ΡΠ΅Π½Ρ Π²Π°ΡΠ΅ΠΉ Π΄Π΅ΡΠ°Π»ΠΈ
— ΠΠ΅ΠΊΠΎΡΠΎΡΡΠ΅ ΠΏΡΠΎΠ΄Π°Π²ΡΡ Π½Π°ΠΏΡΡΠΌΡΡ ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ°ΡΡΡΡ ΠΊ ΡΠ²ΠΎΠ΅ΠΉ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΠΎΠΉ ΡΠΈΡΡΠ΅ΠΌΠ΅ ΠΊΠΎΡΠΈΡΠΎΠ²ΠΎΠΊ. ΠΠΎΠ³Π΄Π° Π²Ρ Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΠ΅ ΡΠ°ΡΡΡ, ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΡ ΠΏΠ΅ΡΠ΅Π΄Π°Π΅ΡΡΡ ΡΠ΅ΡΠ΅Π· API Π² ΠΌΠ΅Ρ Π°Π½ΠΈΠ·ΠΌ ΠΊΠΎΡΠΈΡΠΎΠ²ΠΎΠΊ ΠΏΡΠΎΠ΄Π°Π²ΡΠ°, ΠΈ ΡΡΠΎ Π³Π΅Π½Π΅ΡΠΈΡΡΠ΅Ρ ΡΠ΅Π½Ρ Π½Π° 3D ΠΠΠ«Π’ MakeΒ
ΠΠ°ΠΊ ΡΠ²ΡΠ·Π°ΡΡΡΡ Ρ Π½Π°ΡΠΈΠΌ ΠΎΡΠ΄Π΅Π»ΠΎΠΌ ΠΏΡΠΎΠ΄Π°ΠΆ?
Π£ Π²Π°Ρ Π΅ΡΡΡ ΡΡΠΈ ΠΎΡΠ½ΠΎΠ²Π½ΡΡ ΡΠΏΠΎΡΠΎΠ±Π° ΡΠ²ΡΠ·Π°ΡΡΡΡ Ρ Π½Π°ΡΠΈΠΌ ΠΎΡΠ΄Π΅Π»ΠΎΠΌ ΠΏΡΠΎΠ΄Π°ΠΆ:
— ΠΏΠΎ ΡΠ»Π΅ΠΊΡΡΠΎΠ½Π½ΠΎΠΉ ΠΏΠΎΡΡΠ΅: [email protected]
— ΠΏΠΎ ΡΠ΅Π»Π΅ΡΠΎΠ½Ρ:Β
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