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Old 12-15-2006, 07:40 PM   #10
jigrael
Worker Ant


Project Member: PoC
 
Join Date: Oct 2003
Posts: 783

Submissions (36)

jigrael is a splendid one to behold (695)jigrael is a splendid one to behold (695)jigrael is a splendid one to behold (695)jigrael is a splendid one to behold (695)

Hero Contest #3 - 1st PlaceBattle Droids Model Competition Winner

Default Body

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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Attached Images
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File Type: jpg b18.jpg (37.5 KB, 606 views)
File Type: jpg b19.jpg (40.5 KB, 601 views)
Attached Files
File Type: max TutBody00.max (133.5 KB, 39 views)
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