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TUTORIAL LPM/Meshsmooth
Joan
of ARC
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Modeling of the body.
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Part 1 1/5
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3DS max 4.x
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Why model the
body if the final character has clothes ?
First of all it is a good
exercise and one should never miss the opportunity to go at the bottom of the
things and because it will be very easy to take support from
the body to model clothing later, thus giving a true volume to the
character.
Of
course there is no need to make the body with lots of details,
thus the feet will be very simplified and the hands will be modeled as gloves.
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As usual use the templates and
regulate the size of displayable textures on 512 pixels in
Preferences/Viewport/Configure Drivers.
Download templates here (Zip 16ko).
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The return of the basic cube :).
As in the Crash
Bandicoot LPM tutorial, the base of modeling is a cube, the simplest
primitive in 3d...
Apply "Edit Mesh" and Collapse Stack.
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For the beginning start in left viewport, extrude one face
from the cube, like show on picture on the left. Repeat this process and adjust the vertexes.
To see through
mesh, activate the mode "See Through" in Properties of the
object.
A short cut can be configured to pass from one mode to the
other, check out Customize/Custumize User Interface and "See Through"
Toggle. |
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Still in left viewport, extrude the beginning of the
leg and adjust the vertexes.
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With Cut, insert the edges (left picture) around whole
foot. (rotate the viewport so you can cut the opposite side of foot) |
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Again add one line for
the leg and the heel. (from both sides) |
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Unlike in the
tutorial on Crash Bandicoot LPM, here we will use Meshsmooth smoothing
while modeling on LPM. That combines the advantages of the
LPM (simple and fast) and the quality of the smoothing of
Meshsmooth.
Add Meshsmooth modifier. We will use NURMS
mode with an iteration of 1, its fast and detailed enough for modeling.
It
should be noted that this technique of smoothing is universal since you
can
find it in most of 3D software FE: Maya,
Softimage, Lightwave or Nendo. So the LPM mesh will looks the same in
these software after smoothing...
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In the stack, click on Editable
Mesh and activate the button Show End Toggle Result and go to Vertex
mode. That makes it possible to see the mesh low
definition (LPM) and the subdivided mesh at the same time. LPM mesh behaves as a cage of
deformation of the subdivided mesh .However its one object.
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If you would like to temporarily
see only LPM mesh , just turn of "show end result" toggle.
In
general when you edit the mesh FE adding edges, it is more practical to work with this
settings. When you are creating forms, the subdivided mode is better.
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In See Through mode , adjust
the vertexes with help of the references on the two sights. Finish the adjustments in
User View , use see trough again for so you can see references easily.
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Add a edge which passes by the medium of the foot and goes up along
the leg. |
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Image of the foot and the beginning of the leg after adjustment of
the vertexes.
It should be noted that the orientation of the
invisible edges of the faces is not important and does not influence the subdivided mesh.
It is affected only by the visible edges.
In general try to use as
much square faces as possible because that
gives best possible smoothing after subdivision.
Try to use as few
cuts as possible and avoid faces with more than 4 corners...
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The knee and the thigh are made
again with extrusion and adjustments of vertexes. You can mirror
reference the leg for better view of it.
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The joint of the leg to the abdomen must be subdivided well to
allow a correct folding. |
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Views from left, back and right.
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