Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
This tutorial is an extention off of my previous character modeling tutorial. It is more visual and less writing.
This is a little less than two megs of images so be patient for all the images to download.
If you have any questions or comments on my technique feel free to email me.
------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------
1
Detatch surface
Select cvs
2
Snap to grid so they overlay each other.
3
Rebuild surface
4
Side view
Deformed primatives
5
Add in isoparms.
6
Selecting cv
Detatch surface at given isoparms. Dotted line is an isoparm I pulled to place (not actually there)
7
Detach vertical isoparms
8
Delete
Grab three touching surfaces, go to component mode and select three overlapping cvs
9
Round out corner
Detatch arm
10
Isoparms should line up with corners on body before detatching
Rebuild your surfaces. Parameterizations should match on opposite surfaces (arm = same as shoulder)
Arm parameterized
11
Rebuild shoulder area
Shoulder parameterized and = arm. This should be true of all edges that touch.
12
Patch connecting arm to torso
Arm attatched.
Looks a little funky. Since there is still history attached to fillet I deform edge of shoulder and arm
13
Looks a little better.
Rebuild fillets.
Rebuilt fillets.
14
Notice the isoparms are not lined up well.
Select isoparms in selected area to match up with other surfaces.(Do this in order from one end to other and loft.
Delete old surface.
15
stitch edges together. Equal weight on both edges.
Delete history and create a global stitch. Tweak into correct shape. Delete history when done.
16
Detatch vertically
Detatch leg
Rebuild surfaces
17
Loft surfaces to match up with hip.
Stitch edge of leg to match up with hip. Want weight of hip edge to = 1 and weight of leg to = 0. This allows the leg to
pull up to hip.
18
Ooops error
Simple, reverse surface. (if this is not the case for you, try swap, twist... Ect)
19
(I selected and put at different resolutions to illustrate which pieces are one)
arm is one surface, leg is one surface, ect...
Convert to poly with these settings. You can do higher # of U and V but this will make model dense
20
Show normals.
21
merge multiple edges with tolerence = 0
Deselect outter edges that we do not want to merge. Then merge edges again. One more time if they do not all merge.
22
detatch. Add in isoparms and pull out nipple
23
delete out inner faces
24
Clean up edges to make match up.
25
Back of knee
Back of elbow
Inner elbow
26
Convert to subd to see how looks (I do this constantly to check out progress)
Simply undo to get back to poly mode. Or, if you make tweaks in subd mode convert back to poly using vertices option
at level 0
Reference hand
27
Poly cube
Extrude further
28
Split poly tool
Pullin in shape
29
Combine surfaces and append to poly tool ( not putting in detail just yet)
30
Get basic shape
31
split poly tool for toes
32
throw lattice on leg, attache quick skeleton to lattice and rotate legs out a little. This is for binding purposes later)
33
Head ref.
Poly cube
Smooth poly
34
Deform with lattice
Again.
35
keeping working with looping edges split poly like this.
Add in detail. (sorry forgot to take screen caps of ears, This is in previous tutorial though)
36
side detail.
At this point go in and add in detail to hands and feet if you have not already.
37
detail of feet
38
side shot
39
Convert to subd to see how looks. Pull points to get correct shape.
40