Modeling a female
by:
Walter
Behrnes
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.
(this
is all on one page - QUICK LINKS)
detach
surface, convert
to poly, hands, feet,
head, details
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Using
a primitive nurbs cylinder deform it to front profile using
lattice.

Same with side profile

Detatch surface

select
cvs

snap to grid so they overlay each other.

looking at surface
parameterization

rebuild surface

nurbs
cylinder for leg deformed with lattice

side view

cylinder for arm

deformed
primatives

add in isoparms.

removing unwanted
isoparms (just hit backspace)

inserting more
isoparms

selecting cv

pulling to create armpit
area

detatch surface at given isoparms. Dotted
line is an isoparm I pulled to place (not actually there)

detach
vertical isoparms

side view of isoparms to detatch

select armpit detached
surface

delete

grab three touching surfaces, go to component mode and
select three overlapping cvs

round out corner

all corners
rounded out.

detatch arm

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

rebuild shoulder
area

shoulder parameterized and = arm. This should be true of all
edges that touch.

free form fillet

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

looks a little better.

rebuild fillets.

rebuilt
fillets.

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.

edges do not
quite match up

stitch edges together. equal weight on both edges.

delete history
and create a global stitch. Tweak into correct shape. delete history when
done.

detatch hip area horizontally

detatch
vertically

detatch leg

rebuild surfaces

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.

attached leg pieces.
Using connect.

ooops error

look at attach history in
attribute editor

simple, reverse surface. (if this is not the case for you,
try swap, twist... ect)

(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

show normals.

Make sure all normals are
pointing same direction

turn off normals and
select all pieces

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.

model breast out of
simple nurbs sphere

detatch. add in isoparms and pull out nipple

convert to
poly and combine surfaces

split poly tool

delete out
inner faces

use append to poly tool (make sure normals match up)

deform with
lattice

clean up edges to make match up.

add in detail for
stomach

detail knee. Split poly tool

back of knee

back of
elbow

inner elbow

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

poly cube

extrude edge
(keep faces together)

extrude further

split poly
tool

pullin in shape

combine surfaces and
append to poly tool ( not putting in detail just yet)

same
idea for feet



get basic shape

poly smooth tool

split poly
tool for toes

pull in more shape

comibine feet to body and
append poly
(this is a mirrored surface that is instanced to see how
looks as whole)

throw lattice on leg, attache quick skeleton to lattice and
rotate legs out a little. This is for binding purposes later)

check head length

head ref.

poly
cube

smooth poly

deform with
lattice

again.

delete half of face

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)

side detail.

at this point go in and
add in detail to hands and feet if you have not already.

detail of
feet

shot of whole body

side shot

convert to
subd to see how looks. Pull points to get correct shape.
