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-   -   Modeling - Unwraping human tutorial (http://www.wc3c.net/showthread.php?t=89763)

jigrael 12-15-2006 05:25 PM

Modeling - Unwraping human tutorial
 
24 Attachment(s)
Hi, someone told me to do a tut and I accepted so I must keep my word, heres it:

I would say you need to know the tools first but meh there are other tutorials that cover that(I guess) and Ill show you what each tool does anyway by modeling so Ill just pass it now.

First I like to do the head:

Begin with a single plane, so create a box, select it then apply edit mesh selecting it from the modifier list(yeah I work with it instead of edit poly but who cares...)

You can also create a plane by using the plane object at the standard primitives, its just that I didnt notice until now that theres a plane object....:S anyway I wont delete the things I wrote, mainly because itll get you introduced to editmesh.

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//OMG I learned how to attach images and show them -_-' didnt know till now...whatever...

select poligon from the sub list, select all the faces of the box but the front one and then just delete them

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Now you should have this

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now under the view you are working select edged faces by doing a left click on the corner of the view.:
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The edges of all the meshes in that specific view will become visible, do this for all the views just in case you use them :)

Select move Zoom (requires log in)

now select edge under edit mesh in the modifiers list:



now holding shift(this is an extrude method I think...) select an edge of the face and drag the mouse, youll see that it creates another face OMG

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now make it like this by extruding the other edge at the side

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now select vertex under edit mesh in the modifiers list

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now select weld target

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now select a vertex of the faces you created and drag it over the face thats under it, theyll merge, thats what weld target is for

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do the same to the other side, then select both vertex(holding cntrl you can select more than one) and using move
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move them a little bit, until you got this

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see? we are making an eye cool uh?....ok not so cool yet...

now you remember how to extrude right? ...well ok again...select edge



select move
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hold shift and select and edge, then drag with the mouse until you got a shiny new edge, do it many times until you get this

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now select weld target, you dont remember?? well...select vertex under editmesh and then select target
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ok I wont repeat it

so just weld the vertices and move them with move until you get this

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now move them more, and extrude(weld where necesary but if you select 2 edges and extrude the new two edges will be welded already) untill you get this

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thats a half of the nose, oh yea by now you could make a clone of the model so you can check it better.

So select the model, select the menu tools then select mirror

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now select X axis and reference, reference creates and object thats a mirrored clone of your object udner constant update, any change to your original model will affect the referecence clone
notice that the axis depends on the view you are at the moment of selecting mirror, so since I was at perspective I have to select y, but if I were at fron I would have to choose other axis, the copy tell 3dsmax to make only a copy of the object.


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now move it

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ok now select the original model again

now using extrude, weld, and move make it look like this

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that was a front view, can you see the mouth? ok its flat but its time to give it volume, select the vertex at the point of the nose(youll see wich is the nose in the pic :s) and move it along the y axis, you can use the left view to guide yourself too, see?

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before continuing lets disable the damm grid, we dont need it now, do a right click at the corner of the view and select show grid just as you did to enable show edges, this doesnt affect the modeling proces but let us see much clearer

now using the left view try to get somthing as this(Ive changed the color of the mesh to see it better)

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now lets continue extruding and welding and moving :D

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Heres the model so far:http://www.wc3campaigns.net/attachme...1&d=1166204482

Ive made the lower part of the jaw(I need a dictionary....) see now lets just estrude and weld again to fill the cheeks

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nice uh? but still the cheeks r not defined, Ill use another tool called cut here to add that detail, but before that lets select another thing...hehe its called snap toggle, wich should mean something but since my english is bad I dont know its meaning...Zoom (requires log in)

Anyway, snap toggle works like auto aim in FPS games, helps you selecting things(like vertex),wich are sometimes dificult to select, automatically
Once you press that snap toggle button with the right button of the mouse a dialog will pop up, lets select vertex and midpoint(midpoints are the midpoints of an edge) only(deselect GridPoints)

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Now press the snap toggle button with the left button of the mouse(activate it)

Now lets get back to cut, it creates edges by dividing a plane, so select edge under editmesh and select cut

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now since snap toggle is active we can select vertex(and midpoints) even if we dont see them:emote_dance:

so do this, select this vertex with a unique click of the mouse

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now click on this other vertex

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and the result

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so you have just learned cut dont forget it, emm you can also cut without snap toggle but itll get messy sometimes...

so lets just use move and cut again to make it looks like this

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Ive used cut in the lips see? its marked in red, wont be dificult since snap togle is active, just remenber that those midpoints we speak of can be selectables too.

now just move again the vertices untill you get this with the lips

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Now lets extrude and weld more to do the front of the top of the head(damm I need do study english...), you get something like this:

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Now Ill do part of the neck, just extrude the edges at the jaw to get this

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now weld it, we aim to get a boxed neck

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now extrude it

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see? nice ^^

Now Ill do the rest of the head with some extrude and weld

so select this two edges

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and extrude them 4 time like this

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now weld this vertice at the back

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make a cut(you can see it in the picture-the red line) at a midpoint and the weld this

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now just move the vertex at the back to make it look nice

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now extrude and weld:

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now Ill just move the vertices around to make it looks good and round, but look what happeded in the eye, whats that? well sometime that happens when you use cut or do a bad weld

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the solution is just weld it again so I get this at the end:

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looks nice but look at this:

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theres an hard edge(dont know how to call it but you get it no?) in his face, we will get rid of it with another tool, its called turn, it works...hard to explain...lets see it in action: select edge under editmesh and select...the whole mesh, thats right select it all so we can see all the edges

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now select turn

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now try clicking in an edge, itll turn, dont worry click it again or click undo(edit->undo) and itll revert back.

So now you know what does turn does remember it

now turn this edge

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now lets fix(turn) more edges like these ones:

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and finally just moving the last vertices I got this as the final model of the head:

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and heres the model:
http://www.wc3campaigns.net/attachme...1&d=1166192539

Well its not really the end for the head, we could modify the normals so it will look better, but Ill save that for the very end,just after unwraping.
Ill be posting the body tutorial soon, maybe tomorrow or today if I finish my dutties soon. Keep modeling :emote_thumbup2:

edit:forgot the ears...well just do 2 planes and place them near the head theyll be alphaed so those are the ears :P
edit2:fixed images, fixed some mispelling...I wrote hole instead of whole lol

PitzerMike 12-15-2006 05:37 PM

This looks promising but also looks like in the top section there are images missing? And where you say //Heres the model so far:// the link is broken.

xXm0rpH3usXx 12-15-2006 05:45 PM

Quote:

Originally Posted by jigrael
Hi, someone told me to do a tut and I accepted so I must keep my word, heres it:

OMG *EXITING*
i asked you, i didnt tell you to do this like in "demanding" :P


Quote:

Originally Posted by jigrael
Ill be posting the body tutorial soon, maybe tomorrow or today if I finish my dutties soon. Keep modeling :emote_thumbup2:

EVEN MORE EXCITING!!

Great +rep

you do know that "dutty" is a jamaican word for a crack pipe?? :P

but fix the issue with the images in the first part!

jigrael 12-15-2006 05:50 PM

hey, Ive fix those issuies, dont know why they happened I uploaded everything, anyway I guess its fixed.

i asked you, i didnt tell you to do this like in "demanding" :P

yeah but I didnt say that :), I tried to say that I do what I say Ill do, I dont like much ppl that say theyll do something and never do it

moyack 12-15-2006 05:57 PM

GOGOGOGO Jigrael!!!!

But I have the feeling that some pictures are missing... is your tutorial still in construction???

Anyways, Good job man!!! this page needs a great modelling tutorial :)

xXm0rpH3usXx 12-15-2006 06:01 PM

still not working right...

PitzerMike 12-15-2006 06:07 PM

Yeah, many image-links point to not existing attachments. That's why we can't see them. Maybe there's a limit for attachments per post. If that's the problem you can attach them to a new post and fix the links.

jigrael 12-15-2006 07:06 PM

23 Attachment(s)
k that must be it :emote_sweat:
Ill post the images here and update the thread

jigrael 12-15-2006 07:09 PM

6 Attachment(s)
and here too :D
edit:Is it working?? the other times I was able to see the pictures at the begining so Im not sure if its ok this time

jigrael 12-15-2006 08:40 PM

Body
 
20 Attachment(s)
Body Tutorial

K Ill begin the body, seem I have the afternoon free.

first Ill model it appart and then Ill mix it with the head.

Im asuming you have edged face turned and snap toggle turned on
Im asuming you have read the head tut, just for the tools(or functions...dont know their name ....) Ill use like cut,extrude,weld,etc

So lets start, as allways with a unique face.

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Apply editmesh, select edge, and extrude the edges to get something like this:

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I like to do the body like a cilinder of 4 faces, but we will clone one half so we will only do one half cilinder beging for the front:
now lets give it form, use move:

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this is the basic setup for my models, the green is for the arm union, the red is for the pelvis and the light blue is for the union of the two halves, the top part will be extruded to form the bottom of the neck.

Ok Ive refined the body using cut and moved the vertex a little see?

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now make a reference of the object using the mirror option like we did in the head tut.

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Ive also made space for the neck see?, well thats all for now for the front part the back is just a clone of the front part but not a reference.
So select mirror
in its options select
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notice that the axis depends on the view you are at the moment of selecting mirror, so since I was at perspective I have to select y, but if I were at fron I would have to choose other axis, the copy tell 3dsmax to make only a copy of the object.
Next place the copy right next to the front part like this

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now select the original and under editmesh select attach

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now select the copy and we have a unique model now, notice that the reference has been updated too.

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seems fine rigth? well its not, its still splitted, we have to weld all the vertex, now we can do it one by one but its a lot of work, instead we can use weld select wich welds a set of vertex using a force parameter based in proximity of the vertex, so is there are 2 vertex very far away a low parameter wont weld them, but a very strong parameter could weld more than one vertex if there are more than 2 in the set.

so lets put a 1.5 value


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now select only the vertexes we want to weld

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and select weld select and its done, not allways its the bets method to choose weld select specially when you have a very high density of vertexes near each other.

Anyway now lets just give form to the back

From the top view use the move tool to archieve this

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now from the left view use again the move tool to give it a more normal look

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now to finish the torso for now, move the top vertexes at the back to form the base of the neck, and the vertex at the top of the open for its arm to make a wider back

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thats it for the torso for now(maybe Ill add more detail, but Im not sure right now) Heres the file until now:http://www.wc3campaigns.net/attachme...1&d=1166203960

lets do the pelvis:

Select the lower edges of the torso

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extrude them 2 times

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now lets give it form by move vertexes

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lets extrude one more time but just this edges:

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jigrael 12-15-2006 09:29 PM

17 Attachment(s)
now extrude the edges, then weld those vertexes together like this

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now let move the vertexes to guive it form

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now weld this 2 vertexed since its not necesary

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notice that the butt is wider that the crotch(is that the name of that area at the front?)

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Im not sure if that butt should be kept wide like that, time will tell if it goes okay once we add legs, so thats it for the pelvis. Heres the file until now http://www.wc3campaigns.net/attachme...1&d=1166215947

Legs

Notice there are two 4 sided holes(one in each half) of the pelvis, thats why I do 4 sided legs, theres no need for more detail in warcraft than 4 sides per limb I think.

anyway just extrude 4 times the selected edges here

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llike this

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doesnt look good uh? lets fix it by moving the vertexes

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doesnt look good either, lets use scale (its near the move button)

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its the one thats activated, so now we will just select by rows and scale a little, try to make it like this:

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still looks bad...well we will use the move vertex again

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now its good :) heres a side view and perspective too:

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now for the feet, lets see, extrude one time and then use weld to get this

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now use move vertex, weld and scale(if you want) to get this

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now use extrude and weld again to get this:

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nice uh? :D

okay now lets do the last thing, the bottom of the feet:

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see just extrude and use weld to fill the hole.

Now the legs are done for now, here is the file until now http://www.wc3campaigns.net/attachme...1&d=1166207324

jigrael 12-15-2006 10:35 PM

18 Attachment(s)
Now the arms

4 sided as well but theres something a litle tricky at the shoulders:emote_dance: .

extrude 6 times the hole(edges) at the side of the chest like this:

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now use scale(or move) to give it form like this:

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now weld this unnecesary vertexes at the inner side ot the arms near the chest like this

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now it looks good, but when the model wont have shoulderpads like now I dont like those edgy shoulders, I like rounded ones, so Ill try to round this shoulders

first eliminate the vertex that was here

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now do these cuts

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now weld so it end like this:

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now cut here:

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now weld

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and now use move and scale to make it end like this

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heres a better pic of this:

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btw if you see it closely you will notice an unwelded vertex at the shoulder, just weld it to the nearest vertex.

now cut here

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now weld the 3 vertices into this:

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now use move vertex and give it a more nice round form like this

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heres a better look at what we have just archieved:

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now just move the vertex at the elbow to the back

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and make the arm a little thinner and the arm is done:


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Heres the model so far:
http://www.wc3campaigns.net/attachme...1&d=1166212793

lets do the hand :D

Now that I see it the style of this model wont fit too much in warcraft, maybe at the end Ill modify its propotions :emote_dance:
EDIT: retracted :emote_dance:

jigrael 12-15-2006 10:39 PM

Hand
 
22 Attachment(s)
Right now the whole policount(body+head is under 600 polys) so Ill do a better hand than just a box, maybe hads like Black stan does them


Hand

Illl just continue addind it to the arm

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extrude them 3 times

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now weld the four vertexes at the tip

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now move the vertexes at the front view

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now we will extrude faces instead of edges, select face under editmesh then select extrude

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now select this faces(you can select more that one holding cntrl remember?)

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now click and drag the mouse over it, itll get extruded

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now move the vertexes

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now select this faces here

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extrude them

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now use scale

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now reposition this

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extrude it again,resize it and move the vertexes

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keep moving untill you get something like this:

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now lests just turn some edges to make it look better, select edge under editmash and select the whole hand

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now select turn and turn the edges of this side of the hand, just the ones you see here:

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now to finish it, disable edged view, the thumb of the hand and the tip of the fingers doesnt look smoothed, so we will add that, select element under editmesh and select all the mesh

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and select 1 at smoothing groups, that will do it

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And thats it, the hand is done I think

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Heres the model until now

http://wc3campaigns.net/attachment.p...1&d=1166235969

PitzerMike 12-15-2006 11:37 PM

Yes, great, it works now. Good work!
You're putting a lot of effort into this.

Just tell me whenever this is complete, then I'll approve it and clean out the comments above. :emote_dance:

jigrael 12-16-2006 06:34 AM

Mixing body+head
 
28 Attachment(s)
EDIT:Should be

okay we are here now, we will need to tweak the head and he body to make them look good once mixed, wasnt a good idea to make them separated :( anyway lets do it.

Notice that Ill have edged faces and snap toggle activated or deactivated by as I need it, you should already know why its worth to have them turned on or off

We will be using the body scene, there we will merge the head. Now go to file-->merge, select the head scene and click open, something like this will pop up

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you have to select the elements you want to merge, so select both and click ok.

Now if this pops up, it just means that you are given the option to rename the merged object if it has the same name as an object thats already in the scene. Ill just add and extra "a" at the end to give it a unique name, same for the other object. Click merge to continue

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Now heres how it ended:

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so select the two parts of the head and using scale, make it smaller and put it on top of the chest like this:

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No lets attach the head to the body, use the attach body in editmesh and select one half of the head:

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now notice(Ive moved the reference model to see it better) that theres a redundant part of the head, wich we attached before to the original half of the head

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so select element and click on that redundant half of the face

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now delete it and reposition the reference

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now weld the neck to the chest using weld target

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now select everything using element under edit mesh and apply 1 at smoothing groupds

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now see the model at perspective, looks a little weird I think, we will need to rework some proportions to fix it.

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but first there are some edged at the chest that need to be turned, here Im just selecting them:

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turn them both with turn

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now see it in the front view, the neck is a bit long

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so select the whole head like this(Im using vertexes by can be done by selecting faces or edges too)

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move them down a bit

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now as you can see it doesnt look that good, so as I said we will rework proportions, like the arms wich are too wide, so Ill just fix them using move vertex, I got this:

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Now before continuing Ive noticed tha the edges at the chest still looks wrong see this edges Ive selected, they need to be turned

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so lets just turn them

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ok lets get back to proportions, lets make the legs a bit wider

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Now there are some edges at the legs that needs to be turned, here Im selecting them

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so turn them

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now I think its ok, but lets see the head again

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looks a little thin so we will try to fix that, select the vertexes at the back of the head and move them more to the back like this

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Here are the results

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now go to the feet, there r edges to be turn again, this are them:

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turn them like this

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And I think we are done :)

Heres the file until now:
http://wc3campaigns.net/attachment.p...1&d=1166239982

Edit: Until now the mode has only 646 poligons cool uh? :emote_dance:

Xlightscreen 12-16-2006 06:37 AM

mmk few comments/questions

1. Why make a cube and then delete the part for you plane why not just acutly use the plane tool?

2. You might wan't to title your tutorial on what program your using. I mean you can tell from the screenshots but it might help people skimming threw it.

I personly think Cylinders,Boxes,and Low Res Spheres are faster way but hey if anything this is a tutorail on how to make charicters with plane shapes!


3.

jigrael 12-16-2006 07:28 AM

well...
1-Could you believe I didnt notice it until now that you have pointed it? lol
2-Ill edit my post
3-I once used those too, but now I somehow got used to use planes, cant remember why but I like it this way :D

Ill update my post with the plane thing and Ill post somewhere at the begining this is for 3dsmax

jigrael 12-16-2006 08:19 AM

unwraping
 
21 Attachment(s)
I think the model is done and ready to be unwraped, so the last part of the tut is here:

Unwraping

First, youll need to sing a special material to the model, that material is a checker material wich is very useful when unwraping, also you could get DeepUv wich unwraps the mesh for you, but not everyone will be able to get it so Ill do it the normal way.
Anyway go to the material editor

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where a window like this will pop up, then select maps like its shown

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you will see something like this, now select where it says nono at the side of Difusse color

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somthing like this will pop up

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there select checker and click ok at the bottom

Youll see somthing like this
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notice the tilling parameter, change it to 15 on both and click on go to parent button:

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now select the two halvs of the body and click on this button(Assign material to selection)

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now select show map in viewport

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now we are ready to unwrap. close the material editor and select just the original half of the model and select from the modifier list UVW Map

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now select from UVW map options alignment y and the button fit

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now search again in the modifier list for Unwrap UVW

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now select EDIT at the options of Unwrap UVW

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you will see this

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now select select face under Unwrap UVW

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now select only the front of the model

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dont select any face of the back

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now click on planar map

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notice the edit uv window, the red outline, move it to a side, and select the rest(select it at the deit uv window) like this

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now apply planar map to it

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now select the uvs of the head

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and apply a planar map, then move the uvs so you can see them better, now select only the front of the face, youll get this:

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Ill fnish this tomorrow, Im very sleepy right now...

xXm0rpH3usXx 12-16-2006 02:05 PM

gorgous until now, though this is a very easy way to unwrapp :P
doesnt it have some issues with wrapping the sides??
(didnt test until now)

BlinkBoy 12-19-2006 12:29 AM

Ok, Good, Excelent, Perfect, Marviulus tutorial. [takes down hat]:emote_thumbup: . Yet there are some issues:

  1. You use mirror instead of symmetry.
  2. You use weld target insatead of collapse, which is better
  3. Lack of other tools usesage, that could reduce working time


I don't know if you are using 3dsmax 4 or gmax, and that's why you don't got this tools. Anyways, I loved the tutorial alot, you should make a tutorial that shows modelling polymorphism, in this means a tutorial for begineers teaching them how to rig a character basing on a concept, like armors and that. Many beginers happen to not be able to model details as good as the models they make on tutorials, so they end making copies of your tutorials models with a bit more flow to what they want.

jigrael 12-19-2006 09:01 AM

Thankz BlinkBoy

1.I didnt knew Symmetry
2.I didnt knew about collapce either
3.Well Ive used tutorials, alot of time ago, but there they didnt explain those tools you speak of, so most of what I know is based on practice and error, so I got used to certain things and since they worked on all the things I needed and wanted to do, I didnt bother researching more in 3dsmax other functions and... because there are too much stuff there and I dont have the time to read it 3dsmax manual or 3dsmax bible though I have them :emote_dance:...(and because Im lazzy):emote_sweat:

I didnt know about modelling polymorphism(and the concept you gave isnt clear for me, maybe its my english :emote_sad: ) but for what I understood I dont have a clue(or experience) on how to give that kind of feature in a tutorial, in fact I didnt knew if this tutorial was good or not, all I did is do a very detailed steps of what I was doing to create that model, Im glad its considered good :)

BlinkBoy 12-20-2006 04:49 AM

Ok, lets start by other tools first. First use Editable Poly instead of Mesh, Polygons give more options than triangles, but if you want to have edit mesh options add the object a Edit Mesh modifier. As for tools, you could use chanfer for helping rig the body, THE SNAP TOGGLE important it can make your cuts run perfect since it can point out the centers of an edge, a vertex, a 3dsmax unit, etc.

Ok, about this of Modelling Polymorphing: is just making a more flexive tutorial, like making an elven warrior, a dog, an animal, etc. Especially if it is a detailed guy, who has an armor and other objects. In other words, making the tutorial more practical than theorical.

xXm0rpH3usXx 12-20-2006 08:06 PM

its good like it is..
but not detailed all the way, you forgot lots of steps in the face tutorial :P and mine is still flat -.-'

this is wc3, although i guess wc3 can take more polies than admitted it shouldnt become too high poly...

PitzerMike 12-30-2006 02:13 PM

Great, approved. :emote_thumbup:

jigrael 12-30-2006 02:42 PM

emm...its not finished :emote_sweat:

BlinkBoy: well I know snap togle and Ive used in my tut, I also know chanfer, but I dont know what you mean by rig, I thoight that rigging is when you do a skeleton and setup it, about editPoly , I thouht that it had less options that edit mesh :emote_sweat: Ill try to use it.
Ah so that was it, well I did a human body only because that was what requested by xXm0rpH3usXx.

xXm0rpH3usXx: Well I thought that since I showed you the tools you could do it, also Ive post pictures for comparison, and it really shouldnt be dificult to follow, as I said just check the pictures.

jigrael 12-30-2006 04:40 PM

continuation of the unwraping tut
 
17 Attachment(s)
I took so long sorry, anyway:

Apply a planar map to th selection youve made, but notice that Ive also selected Y on the option before planar map, and notice how a yeloww rectangle appears, youll see what it does once you click on plannar map, you can also at this point try selecting the X or Z to understand what it does, in fact I recomend this. Anyway click on planar map

Zoom (requires log in)

you will get this on the edit uvw view(Ive moved the uvs to the right so you can see it bettter):

Zoom (requires log in)

now select the rest of the head and apply a planar map with the X option selected

Zoom (requires log in)

apply a mirror

Zoom (requires log in)

now move that to the right

Zoom (requires log in)

now under display select show vertex conections

Zoom (requires log in)

now try selecting the side of the head(just a part):

Zoom (requires log in)

See it shows a number on each vertex you select and it shows the same number on the vertexes where it is conected in the actual mesh

now move the side so its vertex numbers are very close to the matching vertex number in the front of the headof the head select target weld

Zoom (requires log in)

now this weld target is the same as in the edit mesh, so select each vertex and weld it to its matching(just match the numbers)

Zoom (requires log in)

by now you should have notice that when you move the vertexes on the edit UVSs viewer the texture on the model moves too, for example see this

Zoom (requires log in)

now Ill move the vertice on the ip of the nose vetex, see how it ends:

Zoom (requires log in)

see? but this is not what we wanted so click on undo, untill the vertex on the nose returns to its original position.

Zoom (requires log in)

Now lets see the mesh

Zoom (requires log in)

the reason Ive applyed a checker material to it is because it helps to see how well are the uvs placed, a bad layout of the uvs and youll get streched squares on the mesh and that means that any texture you apply on that mesh will be streched aswell, so the objective of unwraping, using the checker material, is to try to make the squares as perfect as you can by moving the vertexes, BUT at the same time the uv should be placed in a way it helps you to skin. For example you could apply a planar face to each face in the mesh and all the squares will be ok but that will be imposible to skin well.
Now I cant show you a step by step, imagine all the pictures, on what vertexes I move.

Before you begin playing witht the vertexed I recomend turning on Constant update on viewport, Ive heard it requires memmory, but I only have 768 of ram and it worked fine, even when I had 512 it worked.
So to turn it on select Options>Advanced options

Zoom (requires log in)

Then just check it and click ok

Zoom (requires log in)

This constant update lets you see, as you move, the changes of the texture on the mesh.

So this is what I got after playing with the vertexes on the edit UVWs window:

Zoom (requires log in)

now lets look at the head:
before:
Zoom (requires log in)
after:
Zoom (requires log in)

Zoom (requires log in)

Now as you can see I coulnt get all the squares perfect, if I had moved more I could have done it but it wont help once you go into skining, so you have to look for balance here.

Now lets do the same for the body, select the front part

Zoom (requires log in)

and apply a planar map with Y selected

Zoom (requires log in)

now do the same to the back of the body

Zoom (requires log in)

now select both the front and back of the foot

Zoom (requires log in)

now apply a planar map selecting X too, you should get this:

Zoom (requires log in)

Now lest arrange it all:

Zoom (requires log in)

Notice that all is put inside the blue square in the editUVWs window.

So heres the final model:
http://wc3campaigns.net/attachment.p...1&d=1167497791

And thats it, if you want to see more checkers in the body mesh just set a high value at Tiling(you can see about this back, whe we applyed the material). Now the model is ready to skin. Happy skining!! :emote_thumbup2:


---End of Tutorial---

jigrael 12-30-2006 04:47 PM

10 Attachment(s)
some images didnd fit so Ill post them here.

Taylor_Mouse 03-30-2007 01:33 PM

OK, maybe it would be a lot easier if you select the whole head ( well a left or a right side of course ) and apply the UVWUnwrap Cylinder to it, just make sure that Split ( defined by a green line in the cylinder ) is not in the middle of face.
This makes it a lot easier to unwrap and it is also the way blizzard does this in WoW.

Zugbug 12-08-2010 07:17 AM

At the start I thought it was somekind of origami


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