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Old 12-15-2006, 04:25 PM   #1
jigrael
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Project Member: PoC
 
Join Date: Oct 2003
Posts: 783

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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 Modeling - Unwraping human tutorial

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

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

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
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Attached Files
File Type: max Tutorial02.max (136.5 KB, 257 views)
File Type: max Tutorial0.max (135.0 KB, 139 views)
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