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#1 |
Worker Ant
Project Member: PoC
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![]() 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. //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 Now you should have this now under the view you are working select edged faces by doing a left click on the corner of the view.: 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 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 now make it like this by extruding the other edge at the side now select vertex under edit mesh in the modifiers list now select weld target 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 do the same to the other side, then select both vertex(holding cntrl you can select more than one) and using move move them a little bit, until you got this 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 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 now select weld target, you dont remember?? well...select vertex under editmesh and then select target ok I wont repeat it so just weld the vertices and move them with move until you get this 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 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 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. now move it ok now select the original model again now using extrude, weld, and move make it look like this 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? 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) now lets continue extruding and welding and moving :D 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 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... 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) 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 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 now click on this other vertex and the result 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 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 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: Now Ill do part of the neck, just extrude the edges at the jaw to get this now weld it, we aim to get a boxed neck now extrude it see? nice ^^ Now Ill do the rest of the head with some extrude and weld so select this two edges and extrude them 4 time like this now weld this vertice at the back make a cut(you can see it in the picture-the red line) at a midpoint and the weld this now just move the vertex at the back to make it look nice now extrude and weld: 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 the solution is just weld it again so I get this at the end: looks nice but look at this: 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 now select turn 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 now lets fix(turn) more edges like these ones: and finally just moving the last vertices I got this as the final model of the head: 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 Last edited by jigrael : 12-16-2006 at 07:32 AM. |
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#2 |
Alcopops
Tools & Tutorials Moderator
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![]() 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.
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#3 | ||
I want my rep back! asap
Join Date: Jan 2006
Posts: 854
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![]() Quote:
i asked you, i didnt tell you to do this like in "demanding" :P Quote:
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! Last edited by xXm0rpH3usXx : 12-15-2006 at 05:47 PM. |
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#4 |
Worker Ant
Project Member: PoC
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![]() 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 Last edited by jigrael : 12-15-2006 at 05:57 PM. |
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#6 |
I want my rep back! asap
Join Date: Jan 2006
Posts: 854
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![]() still not working right...
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#7 |
Alcopops
Tools & Tutorials Moderator
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![]() 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.
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#8 |
Worker Ant
Project Member: PoC
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![]() NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register k that must be it
![]() Ill post the images here and update the thread |
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#10 |
Worker Ant
Project Member: PoC
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![]() 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. Apply editmesh, select edge, and extrude the edges to get something like this: 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: 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? now make a reference of the object using the mirror option like we did in the head tut. 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 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 now select the original and under editmesh select attach now select the copy and we have a unique model now, notice that the reference has been updated too. 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 now select only the vertexes we want to weld 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 now from the left view use again the move tool to give it a more normal look 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 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 extrude them 2 times now lets give it form by move vertexes lets extrude one more time but just this edges: |
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#11 |
Worker Ant
Project Member: PoC
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![]() now extrude the edges, then weld those vertexes together like this
now let move the vertexes to guive it form now weld this 2 vertexed since its not necesary notice that the butt is wider that the crotch(is that the name of that area at the front?) 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 llike this doesnt look good uh? lets fix it by moving the vertexes doesnt look good either, lets use scale (its near the move button) its the one thats activated, so now we will just select by rows and scale a little, try to make it like this: still looks bad...well we will use the move vertex again now its good :) heres a side view and perspective too: now for the feet, lets see, extrude one time and then use weld to get this now use move vertex, weld and scale(if you want) to get this now use extrude and weld again to get this: nice uh? :D okay now lets do the last thing, the bottom of the feet: 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 |
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#12 |
Worker Ant
Project Member: PoC
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![]() Now the arms
4 sided as well but theres something a litle tricky at the shoulders ![]() extrude 6 times the hole(edges) at the side of the chest like this: now use scale(or move) to give it form like this: now weld this unnecesary vertexes at the inner side ot the arms near the chest like this 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 now do these cuts now weld so it end like this: now cut here: now weld and now use move and scale to make it end like this heres a better pic of this: 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 now weld the 3 vertices into this: now use move vertex and give it a more nice round form like this heres a better look at what we have just archieved: now just move the vertex at the elbow to the back and make the arm a little thinner and the arm is done: 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 ![]() EDIT: retracted ![]() Last edited by jigrael : 12-16-2006 at 06:36 AM. |
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#13 |
Worker Ant
Project Member: PoC
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![]() 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 extrude them 3 times now weld the four vertexes at the tip now move the vertexes at the front view now we will extrude faces instead of edges, select face under editmesh then select extrude now select this faces(you can select more that one holding cntrl remember?) now click and drag the mouse over it, itll get extruded now move the vertexes now select this faces here extrude them now use scale now reposition this extrude it again,resize it and move the vertexes keep moving untill you get something like this: now lests just turn some edges to make it look better, select edge under editmash and select the whole hand now select turn and turn the edges of this side of the hand, just the ones you see here: 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 and select 1 at smoothing groups, that will do it And thats it, the hand is done I think Heres the model until now http://wc3campaigns.net/attachment.p...1&d=1166235969 Last edited by jigrael : 12-16-2006 at 05:26 AM. |
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#14 |
Alcopops
Tools & Tutorials Moderator
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![]() 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. ![]() |
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#15 |
Worker Ant
Project Member: PoC
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![]() 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 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 Now heres how it ended: so select the two parts of the head and using scale, make it smaller and put it on top of the chest like this: No lets attach the head to the body, use the attach body in editmesh and select one half of the head: 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 so select element and click on that redundant half of the face now delete it and reposition the reference now weld the neck to the chest using weld target now select everything using element under edit mesh and apply 1 at smoothing groupds now see the model at perspective, looks a little weird I think, we will need to rework some proportions to fix it. but first there are some edged at the chest that need to be turned, here Im just selecting them: turn them both with turn now see it in the front view, the neck is a bit long so select the whole head like this(Im using vertexes by can be done by selecting faces or edges too) move them down a bit 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: Now before continuing Ive noticed tha the edges at the chest still looks wrong see this edges Ive selected, they need to be turned so lets just turn them ok lets get back to proportions, lets make the legs a bit wider Now there are some edges at the legs that needs to be turned, here Im selecting them so turn them now I think its ok, but lets see the head again 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 Here are the results now go to the feet, there r edges to be turn again, this are them: turn them like this 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? ![]() Last edited by jigrael : 12-16-2006 at 06:39 AM. |
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