Character modeling

3D STUDIO

Today is to make basic character modeling, the examples below are the creation of boots, trousers and clothes. First of all, simply draw a box under Create panel to start with heel of the boot, and then right click the box to choose Convert to Editable Poly. A modifier pops out on the right of the window. Select Polygon tool and click on the top of the box to extrude it twice as to reach a certain height.

After that, choose the first box at the side (which was extruded before) and extrude out twice. Then select the Bevel tool to bevel it at the end.

In the Back view port, use the Vertex mode to edit the boxes in order to have a rough shape of the boot.

Use the Vertex mode to scale the top of the boot to make a better shape. The boot is done here.

Now comes to the trousers. In the top viewport, drag a Cylinder over the boot. Use the rotate tool to rotate the position of the cylinder, so that the legs will meet in the middle.



Select the top of the cylinder and then use the Editable Poly to edit the cylinder and a large extrusion is made to form the shin, then three times of small extrusion for the area of the knee. As the same procedure before, extend the body for two more times to form the thigh and the crotch. On the top of the leg, scale it in order to wider the area of the hip.

Delete both top and bottom area of the trousers to make it look like a “real” trousers with holes. Use the Symmetry modifier under the modifier panel to mirror the other leg, so that these two legs join together.

In order to make the trousers look smooth on its surface, I applied the MeshSmooth tool under the Modifier list, by changing the parameters of Iterations and Smoothness, the smoothness level of the trousers can be adjusted.

The clothes! Draw a plane, and then Convert it to Editable Poly, select the Edge and press Shift button to drag the other four same planes on one side as copies of the first plane. Hence, at last I will to have front-to-back braces. Afterwards, pick the Edge and use Bridge tool to link two sides together, and then use the Edge or Polygon tool to modify its shape. After that, select Symmetry to do the other side.

Extrude the top two sides out for the arm, and then use delete faces for the neck and arm areas.

Finally use the MeshSmooth tool to make it look smooth on its surface. Clothes done!



REVIEW

Character modeling plays a significant role in 3d animation, it is very important that we master those useful techniques of it. During the whole process of today's exercise, Eitable Poly, and those functionality under it such as Vertex, Edge, Border, Polygon, Extrude, Bridge have been frequently and repetitively applied to adjust the shape and link two elements together. Symmetry modifier acts as a mirror or bridge of two symmetrical objects. MeshSmooth always comes at last which enables the object to have a "shinning" surface and make it look like a real production. It did take some time to get everything finished and have a nice look, as it was a "detailed management procedure", however, if we practice more, the more familiar we get with those functions, then twice as much can be accomplished with half the effort next time.

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