navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Modeling a Character in 3ds Max

Modeling a Character in 3ds Max

with Ryan Kittleson

 


Modeling a Character in 3ds Max with Ryan Kittleson covers the process of designing and building a 3D human character that can be used for feature film, broadcast, and games. The course begins with an overview of the 3ds Max tools and techniques used in character modeling, and how human anatomy is represented using 3D geometry. Once this foundation is in place, the rest of the course goes step by step through the actual process used to model a simple human character from the ground up, including facial features, musculature, and details such as hair and clothing.
Topics include:
  • Extruding edges and faces
  • Working symmetrically
  • Setting up the image planes
  • Creating the basic facial structure and features
  • Modeling and fleshing out the body
  • Creating the hair with extruded NURBS curves
  • Modeling clothes
  • Putting on finishing touches
  • Understanding UVW maps and seams
  • Dealing with UVW maps across multiple objects

show more

author
Ryan Kittleson
subject
3D + Animation, Modeling, Character Animation
software
3ds Max 2012
level
Intermediate
duration
4h 31m
released
Aug 30, 2011

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:04Hi! I'm Ryan Kittleson, and I'd like to welcome you to Modeling a Character in 3ds Max.
00:10In this course, I'll show you how to take advantage of 3ds Max's powerful tools
00:14to model a character, get it ready for rigging and texturing, and above all, how
00:19to make one that really looks great.
00:21First, I'm going to demonstrate some of the most commonly used tools in
00:24character modeling like Swift Loop and Extrude and how they can be used to build a character.
00:29Then I'll show you how to break down your character into bite-sized pieces for
00:33easy modeling, like building the head separately from the teeth.
00:36I'll teach you how to refine your models to professional standards.
00:39I'm going to model the character one part at a time and show you how these
00:43skills and tools apply in practice to create a finished body, hair, and
00:48clothes of our character.
00:49In my years of modeling characters and experience in teaching character
00:53modeling, I've come up with this method that is straightforward and easy to follow.
00:57So let's get to it with Modeling a Character in 3ds Max.
Collapse this transcript
What you need to know before watching this course
00:00Modeling a character in 3ds Max is a task that goes beyond basic skills.
00:05While you don't need to be a 3D expert to be successful at this course,
00:08you should already understand the essentials of the 3ds Max interface
00:12before attempting it.
00:13It can also be beneficial to have basic modeling and artistic abilities in order
00:18to get the most out of this course.
00:20The 3ds Max Essentials courses on lynda.com feature extensive modeling training
00:25that will get you up to speed with the skills you'll need to model a character.
00:29In addition to technical skills, a basic artistic understanding of anatomy
00:33and sculptural form can help you apply what you learn here for maximum creative effect.
00:39Lastly, character modeling is fun.
00:41It's a thrill to see a piece of concept art come alive in three dimensions.
00:46A passion for creative expression will help you get the most out of everything
00:50we're going to learn.
Collapse this transcript
Overview of the design process
00:00A great character model starts with a great design.
00:03It's important to have good concept art to work with before you get into modeling.
00:08This is because even though modeling in 3ds Max is faster and more flexible than
00:12ever, it's still no match for good old-fashioned pencil and paper when it comes
00:17to planning out the design.
00:18If the character design that you're modeling is weak, the model will be weak as well
00:24and making changes to a finished model can be more trouble than it's worth.
00:28You may have heard the phrase "quality over quantity."
00:31That's not quite true when it comes to design--at least not completely.
00:35You see the best path to quality is by doing a large quantity of quick sketches.
00:41Very rarely does the best character design happen on the first try.
00:45If you only do one drawing of a character, you'll never know if it was the best,
00:49because there aren't any to compare it to.
00:51The professional concept artist's secret is to do a huge quantity of drawings and
00:56only show the best few to other people.
00:58You may see the work of famous designers and think that everything they do is
01:02polished in detail beyond belief.
01:04But the fact is that most of their time is spent doing exploratory sketches that
01:08nobody will ever see.
01:10My approach to character design is to first understand what the criteria of the character is.
01:16What is its purpose?
01:17If it's part of a story, what role does it play?
01:20You'll need to get into the character's personality and setting to truly
01:24understand how to design for it.
01:25The next thing to do is research existing people or creatures that have a similar role.
01:30Look for photos or read books about them.
01:33Get beyond the standard assumptions about what that type of character is
01:36supposed to look like.
01:38If your character is French, for example, you would want to look for ideas that
01:41go beyond the stereotypical striped shirt and beret.
01:45Once you've collected reference material, start drawing pages full of very loose sketches.
01:50Don't worry about details or anatomical accuracy at this point.
01:54I practically scribble everything at this stage.
01:57Just work out variations on the overall shape and proportion of the character.
02:01Once you've done several pages full of this, you're ready to take what you like
02:05best about those sketches and start exploring the details.
02:09Again, I would do several pages full of sketches that deal with a particular
02:13part of the character.
02:14Sketch out lots of heads, lots of hands, and lots of props and accessories.
02:21Give yourself time;
02:22it is going to take a while to really explore all of your options.
02:25Now that you've got lots of ideas to choose from, you can be confident that your
02:30design is at least the best out of many options.
02:33Take the best out of all your experimentations and do some more detailed drawings.
02:37These are finally the images that you would show to other people.
02:41Draw the character in several poses that would be expressive of its
02:44personality or nature.
02:45Also, most importantly for modeling, do a front and side orthographic drawing.
02:50Draw the character in a neutral pose facing head-on, as well as one from the side.
02:55You'll want to make sure that every feature of the drawing is at the same height
02:58between the two orthographics.
03:01This is easy in Photoshop with guidelines that you can drag down to make sure
03:05that everything is at the same level.
03:07I usually scan these orthographics into Photoshop where I can even reposition
03:11things if they're not quite even.
03:13Now you're ready to send your design into 3ds Max for modeling.
03:17Character design is an art form with no absolute rules, and it can take years to
03:21truly get good at it.
03:22The most important thing is to just keep working at it.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com Online Training Library, or if
00:05you're watching this tutorial on a DVD-ROM, you have access to the exercise
00:09files used throughout this title.
00:12The exercise files are arranged according to the chapter and movie.
00:17And if I go into the 04 subfolder, for example, you'll find different images and
00:22files that I'm going to be using in this movie.
00:26You'll be opening certain files inside 3D Studio Max.
00:30One thing that might happen is you might see this screen.
00:33This pop-up is about color calibration settings,
00:36so it's nothing we need to worry about for this course.
00:39There's something else to watch out for when working with the exercise files in this course.
00:44First we need to set Max to show its full resolution textures, so that we can
00:48see all of the detail in the reference image.
00:50Depending on the computer that you're using, the image might appear blocky or pixelated.
00:55If that's the case, go to the Customize menu and click Preferences.
00:59I'm going to go to the Viewports tab, and then I'll come down to Configure Driver.
01:05You're going to want to come down to Download Texture Size and turn on Match
01:09Bitmap Size as Closely as Possible.
01:12Now hit OK and hit OK again.
01:13Now let's do one more thing to make sure this image comes in as full
01:17resolution as possible.
01:18I'm going to into the front viewport and just hit Alt+W to go full screen.
01:23So you can see that it's not showing us very much detail.
01:26Hit M to open up the Material Editor.
01:29So here we've got the bitmap that is bringing in as the material on this image plane.
01:35Go ahead and double-click on that.
01:36Now come down and click Reload.
01:38Now you can close out of this.
01:41Hopefully, you'll see the image get much sharper now.
01:44Unfortunately, this setting is not saved when you close Max.
01:48Every time you restart 3ds Max you'll have to re-enable Maximum Texture
01:53Resolution if you want to see the reference image as clearly as possible.
01:57With these options set, we're ready to start working with the exercise files
02:01without any complications.
02:04If you're a Monthly subscriber or Annual subscriber to lynda.com, you don't
02:08have access to these exercise files, but you can follow along from scratch with your own assets.
02:14Let's get started.
Collapse this transcript
1. Overview of Character Modeling Tools and Skills
Extruding edges and faces
00:00The Extrude tool in 3ds Max is a quick and powerful way to create new shapes and
00:05structures in your polygonal meshes.
00:07The cool thing about Extrude is that it automatically creates the right edge
00:11flow for all kinds of body parts.
00:13There are several ways to use it and a few things to be careful of that I'll go over with you.
00:18Let's use Extrude and its sister tool called Bevel to create a very quick-
00:21and-dirty character.
00:22It's not going to be much to look at, but it'll be a fun way to get used to
00:26Extrude tools that we'll be using all the time in this course.
00:30Let's make a box to start with.
00:32So I'll just go up to the Create panel and click Box.
00:35And here in the perspective view, I'll just zoom in a little bit so I can get
00:39closer to the center of the grid, and I'll just create a box here, and then
00:44right-click to confirm.
00:46Now I want the character to have an edge running down the center that splits the
00:49model in a left and right half.
00:52So first, let's convert this to an editable poly object so that we can
00:55make those changes.
00:56I'll just right-click on it and go down to Convert to and click Editable Poly.
01:02Now we can select this box's subobjects.
01:05So in here we can just click the Polygon, and so now we can start editing
01:08individual polygons.
01:10Now let's make this box the same width on both sides of the grid.
01:13So I'll just move around here to the other side and click on this polygon here.
01:18We can extrude this out to increase the width of this box.
01:21So let's go down to Extrude and click that.
01:23Now we just simply click and drag and pull out the box, so it's about the same
01:27width on both sides of the grid.
01:29And I'll just right-click to confirm.
01:31Something else I also want to do is show the wireframe.
01:34So let's go up and right-click here in the viewport and bring down Edged Faces.
01:40This way we can see all of the polygons' edges that we're working with.
01:43Now let's take things a bit further.
01:45What we have so far is the base of the head.
01:48Let's get the neck and body done.
01:50I'm going to use Bevel for this.
01:51Bevel is like Extrude but with the added ability to size the extrusion in
01:56addition to simply pulling it out.
01:58So let's look at the underside of this and select the polygons down here.
02:01I'm just hitting Ctrl to select multiple polygons.
02:08So I'll just click on Bevel and now we click and drag on the selected polygons,
02:13and it starts out just like Extrude. It pulls out a new extrusion.
02:16Then when you release the mouse button, we have the option to scale. Just by
02:21moving the mouse up and down,
02:22you increase or decrease the size of this.
02:24And then another left-click locks in the Bevel.
02:27Lots of times I like to scale manually afterwards as well.
02:31This is because I might want to scale more in one axis than another.
02:35In this case, I want the neck to be more square,
02:38so I hit R to go into Scale mode.
02:40Now I can scale on just one axis. On to the rest of the body.
02:47Let's use another function now.
02:48We've got the bottom of the neck already selected, so let's go and click the
02:53Bevel options, the Settings button right here next to Bevel.
02:59And so it brings up this little palette of extra options that we have.
03:02I'm going to move this out of way, because this is kind of on top of what I'm
03:04working on right now.
03:05So I'm just going to click and drag on the word Bevel up here and move it
03:08off to the side a bit.
03:09With this palette, we get more control over how Bevel behaves.
03:13And I'm going to go into full screen here so we can see what's going on better.
03:16Alt+W. So you can click and drag on these different values to change them, or
03:21you can click and drag on these arrows here and it changes the amount of the
03:25extrusion, and you can also click and drag on here and it changes the amount of scale.
03:29We can also click and type in an exact value.
03:34So let's type in 0.2.
03:36One advantage of using the Bevel options is that you can repeat the same
03:40operation as many times as you want.
03:43If you click on the plus sign, that means you lock in the Bevel that you just
03:47made and then repeat it again on either the same polygon that was just extruded
03:52or any of the others that you select.
03:53So if I just moved the view a little bit, we can see it's just created a second
03:58extrusion using the exact same settings that we used to make this one up here.
04:02You can still change the values before continuing on.
04:05So on this new Bevel, we could go in here and change the amount of extrusion or
04:09the amount of bevel.
04:11So let's continue beveling on down to the waist of the character.
04:15So let's get some shoulders in.
04:16I want to increase the size of this one so that the shoulders are wider than the neck.
04:21And let's apply this and continue.
04:24And I'll just zoom out a little bit, so we can see more in the character.
04:27I'm just going to fiddle with these settings right here just to make a very rough character.
04:33Let's make the shoulders a little bit wider.
04:34I'll lock that one in.
04:35Okay, we don't need to make it any wider now, but we do need to continue
04:39bringing it on down.
04:40I'm just going to do that a couple more times. All right!
04:44That's about down to where the waistline of the character would be.
04:47Let's lock in all these bevels that we've made by clicking on the check mark.
04:50Well, that was easy enough.
04:52Let's explore one more setting.
04:53I'm going to move the view so that we can see these selected polygons at the
04:56bottom a little bit better.
04:58Let's go back into the Bevel settings.
05:01We want to make some legs on the character, but polygons that are next to each
05:05other will get extruded together.
05:06They're stuck together.
05:08By default, Bevel is set to a mode called Group where all polys get extruded as one big chunk.
05:14Let's click on this little down arrow to see some more options.
05:17So right now it's set to Group.
05:19Let's change it to By Polygon.
05:22Now each polygon will extrude out independently.
05:25You might have not seen the big change here, but if we go and scroll on
05:28any of these settings, now you can see that Bevel is sizing each of these independently.
05:33I'll use the Scale tool here to change the size of the legs so that they're a
05:36little bit more square.
05:37Okay, let's continue extruding down the legs.
05:40I'll click Apply and continue once here and adjust some of the settings here.
05:45I don't want the legs to get quite so skinny or pointy.
05:48Let's bring out the size a little bit and do that a couple more times.
05:53Okay, that's great for some legs.
05:54Let's get some feet on.
05:55I'm going to lock this in so that we can select these two polygons on the
05:59front of the angles.
06:01So I'll select one and then Ctrl+Click the other and go back into Bevel, Settings.
06:06And I'll just change the view so we can see this a little bit better from the side.
06:08Now we've got some feet sticking out.
06:10Now to do some very simple eyes. We'll just lock in this change here and go up to the eyes.
06:18I'm just going to select these two polys, click one, and Ctrl+Click the second.
06:22Let's go into Bevel with Settings again.
06:24I want the eyes to go inwards.
06:27So actually I don't want them to extrude outwards at all.
06:29So we'll drag this down so that it doesn't extrude out, but I do want it to come in like that.
06:37Let's apply this and continue and do that one more time, but actually this time
06:41I don't want it to shrink inwards so much as extrude back into the head.
06:47So the Extrude Height value I'll set to about -2.8, so that it goes inside the head.
06:53Okay, let's lock that in.
06:54Finally, I want to extrude some arms out,
06:57so I'll come down here, select one arm, and Ctrl+Select the second shoulder.
07:03And we'll just go into Bevel Settings and just do that one more time.
07:06Now we want it to extrude outwards, so let's make sure we get a positive number
07:09here in the Height and bring out some arms.
07:13And just to make it look a little bit nicer--let's make it not so weird--
07:16we'll just scale in size of that, and lock in those changes.
07:21Okay, let's get a better view of this character.
07:23And there we have a very, very basic character made in just a few minutes
07:30with the Extrude tools.
07:32As you can see, Extrude and Bevel are great for quickly creating new limbs
07:36off of a simple base.
07:37You'll use it all the time to make additional structures to your models.
Collapse this transcript
Using Paint Deform
00:00Paint Deform is a powerful character modeling tool that can make modifications
00:05to your models quickly and smoothly.
00:07You'll want to use this to make artistic organic changes to your models, because
00:11it behaves in a very intuitive artist-friendly way.
00:15It differs from stand-alone sculpting programs like Zbrush or Mudbox in
00:20one major way, in that it doesn't subdivide your mesh in order to create fine details.
00:25It only works with the mesh that you give it.
00:27If the mesh isn't dense enough to create fine detail, Paint Deform will not be able to do it.
00:34So we have got our exercise file open here.
00:36Let's just click on Hank's body.
00:38To use paint deform, we will go up to the FreeFrom menu and then click Paint Deform.
00:44There are lots of options to choose from, but basically they all deform the
00:49surface of models in a sculptural way.
00:51The brushes are fairly straightforward, as their names indicate.
00:54However, there is a few special ways that they can be used for character
00:58modeling that I will go over with you.
01:00Before I get into any of the specific brushes, there are some settings common to
01:04all of them that we should look at first.
01:07Click on any one of the brushes and notice that there's a second palette that pops up.
01:11This gives you the basic size and strength settings, but there's even more
01:15options if you open up the Paint Options menu and then click Brush Options.
01:19I know there are windows and palettes popping up all over the place.
01:25It can get a little cluttered.
01:27Hopefully, the next version of Max will make this interface cleaner.
01:30In this Brush Options window you can get lots of control over how the brush works.
01:35To be honest, I rarely have a need to use anything but the basic Size
01:39and Strength controls.
01:40However, there is one very useful feature in this palette.
01:44It's the Mirror option.
01:45So down here I will just turn on Mirror.
01:48This makes us so that any painting you do to one side of the model
01:51automatically happens to the other side as well.
01:53So right now you can see we have got this big brush and it is mirrored on both
01:59sides, so anywhere I move the mouse on one side of the model, we see the same
02:02thing happening on the other side.
02:04If it's not quite giving you the result that you expect, you might need to
02:07change the Mirror Axis.
02:09Right now, it's on X, but if we change it to Y, now it's like mirroring from
02:13front to back. Or if we go into Z, now it's mirroring from top to bottom.
02:18However, this character is mirrored on the X axis, so that's what makes sense for us here.
02:24Now, let's close this palette and just use the Size and Strength controls for now.
02:30By default, the Size and Strength settings are way too high for the Hank
02:33model we are using.
02:34So if you see if we try to use it now, the effect is just really strong.
02:38That's just crazy, so let's undo that, Ctrl+Z, and change some of these Size
02:43and Strength settings.
02:44So the Size, let's bring this way down.
02:47You can just click and drag and keep scrolling and see what a Size that 1 does.
02:51Okay, this is a little bit more manageable.
02:53Also the Strength, that was way too strong, so let's bring that down as well,
02:57.05. And also you see that there this little line that's coming off of the brush.
03:03That kind of gives you an indication of how strong the brush is going to be.
03:06Right now, it's a very short line.
03:08If we crank this up, it will be higher to see.
03:10Now that line is really long.
03:12So just bring it back down.
03:17Now let's see what happens.
03:20Okay, that's a much more subtle effect.
03:22You can see it's bulging out the character's muscles,
03:25making them a little bit bigger.
03:26So it's easier to manage when the Strength settings aren't so high.
03:29I will just undo that.
03:31Now let's get into some of the individual brushes and how they can do some
03:34really cool things for character modeling.
03:36Okay, let's click on Paint Deform here.
03:40The Push/Pull brush is probably the most basic.
03:43You see we get this big pop-up that teaches us how to use it.
03:46It's the most basic brush.
03:48We already played with this brush a little bit, but let's zoom in on the model
03:51and see what it's doing in a little bit more detail.
03:55So it basically just pulls up and away from the model. Wherever you stroke it, it's
03:59making things bulge out bigger.
04:02Holding down the Alt key while you brush pushes in.
04:07So now everything is shrinking inwards.
04:14This can be useful for sculpting bigger muscles or simply shaping a model
04:18more to your liking.
04:19This brush is moving individual vertices of the model relative to the surface direction.
04:25The result is that those vertices get pulled outwards or pushed inwards.
04:29This brush therefore can be a quick tool for making the limbs of a
04:33character fatter or skinnier.
04:35So I will just unto this and show a very cool trick you can do with this.
04:39So we will make the size of the brush a lot higher and then click and drag,
04:43you can see it's kind of just beefing up the overall size of individual limbs.
04:48So that can come in very handy.
04:50If I hold down Alt, now you can see it's shrinking up everything, making him much skinnier.
05:00This method sure beats tweaking individual vertices by hand to change the shape
05:05of things. And I will just hit Ctrl+Z to undo this.
05:13Next, let's look at the Relax brush.
05:19For this brush you may want to turn on Edged Faces mode so that you can see the
05:23effect more clearly.
05:25So to change that, let's make sure that menu goes away so we can right-click on
05:28Shaded and bring up Edged Faces.
05:31So make sure we've got the Relax selected and go in here, and you can see that
05:37it's kind of spacing out all of the verts.
05:39It's kind of spreading them out or bringing them closer together, so they get more even.
05:44Relax causes all affected vertices to move closer to verts next of them.
05:48The result is that details get smoothed out.
05:51It also tends to shrink things, because it's moving verts closer to other verts
05:56that are on the other side of the model.
05:57Let's just undo that.
06:00You can also set the brush to not shrink.
06:02If you hold down the Alt key while using this brush, now it spreads out things
06:07without shrinking the overall shape.
06:10That can come in very handy if the overall shape is just the way you wanted, but
06:14you want to spread out these vertices so that they get more even.
06:17All right, we will just undo that with Ctrl+Z.
06:21Moving on to the Shift brush. This brush simply grabs all of the vertices within
06:29the brush size and moves, or shifts them, to wherever you drag them. Let's try it out.
06:34So you just click and drag, and it pulls everything within that radius of the
06:43brush wherever you want it to go.
06:44So this might be a little bit more intuitive way to reposition things on your model.
06:56All right, we'll just undo that.
06:59The last brush I want to give special attention to is the Revert brush.
07:02It's just like a selective undo.
07:05It lets you paint the model back to the way it was before you went in and messed
07:09it all up with Paint Deform.
07:10So let's make some changes for the Revert brush to work on.
07:14I'll go up into Paint Deform and select Revert.
07:22Now when we brush, let's see what happens.
07:25Okay, everything is going back to where it was before we went and used the Shift tool on it.
07:30It's going kind of slow.
07:34If we increase the Strength, we will get there faster.
07:41You can also just instantly undo all paint-deformation changes with the X button.
07:47So I just want to show you one more thing like this.
07:49Let's go to Paint Deform and pick the Push brush and just make some more changes.
07:54So now that I've made some changes to the model, one thing I can do is commit to
07:59them. If I like the changes that I've made, pressing this check box will lock in
08:04all the changes that I've made so far.
08:05So the way the model is now is the way it will revert to if I make any more changes.
08:10Go back up to Paint Deform and cancel all that.
08:14It's going to go back to where it was when I pressed the Commit button.
08:18This is good for experimenting on a model, so that you can sculpt without
08:22worrying that you'll permanently damage the model.
08:24Then, when you have a result that you will like, you can lock it in and then
08:28continue experimenting without risk of ruining all the great work you've done up to that point.
08:32There are several other brushes here, but they're fairly self-explanatory, and I
08:37just don't use them much for character modeling anyway,
08:39so I will leave them to you to play with on your own.
08:43Paint Deform is a great FreeForm tool for artistically modifying your models.
08:48Be careful, however, because it's best from minor tweaking.
08:52Pushing things too far will make the polygons all stretched out and not look
08:56very good when animated.
Collapse this transcript
Working symmetrically
00:00Most characters that you model will probably be symmetrical.
00:04By modeling one side of the model and having Max automatically do the same thing
00:08to the other side, you save time and effort.
00:11It sure would be a lot more work to manually model both sides of the character.
00:15As you can see, Hank is just half a man at this point.
00:18Symmetry can be used to turn a half a model into a fully symmetrical model.
00:23Let's select Hank and then go to the Modifier stack.
00:27We want to do is add a Symmetry Modifier,
00:32so let's scroll down to Symmetry.
00:38Now there is a problem to deal with right from the start.
00:41You see this modifier bases the axis of symmetry on the pivot point of the model.
00:46We can either delete the Symmetry Modifier and then move the pivot point or we
00:50can move the axis of the symmetry independently of the pivot point.
00:54Let's do the latter. Let's open up the Symmetry subobject and click on Mirror, so now we can edit
01:01the object's mirror point.
01:03This gives us direct access to the axis.
01:06Now we can just move this tool to position the mirror point to our liking.
01:10It's kind of a fun effect.
01:14I want to snap the axis to the center of the grid so that I know the symmetry is perfect.
01:19Let's go up here and turn on Snaps.
01:21Also, let's right-click on this to make sure it's snapping to grid points.
01:26Grid Points is active, so that's good.
01:28So now when we move it we you can see that it's snapping to individual grid points.
01:33You can see it highlighting as it snaps to these.
01:36So if we get it right here in the center, we know we've got it exactly in the right place.
01:40Let's just turn off snaps before we continue.
01:42There are a few other controls that you should know about.
01:45In the Symmetry Modifier you can set which direction you want to mirror and also
01:50flip the symmetry to the other side.
01:53So let's go over here in Mirror Axis.
01:55So now this is mirroring front to back or top to bottom, and you can also set it to Flip.
02:02So if the result you're getting isn't quite what you're expecting, you
02:05might want to mess with some of these settings to make sure that everything is correct.
02:08I like to work on a character's left side and then mirror over the right side.
02:12That's just my preference.
02:14So the default works great for me.
02:16Another thing to notice is the Weld Seam and Threshold controls.
02:20This makes it so that the two halves get welded into one whole and the threshold
02:25controls how close individual vertices should be so that they get welded.
02:29Let's see what happens if we crank up the Threshold.
02:34At higher values, this setting can cause unintended welding of verts.
02:39It's always a good idea to make sure that you set this low enough so that you
02:43don't accidentally weld things that shouldn't be welded.
02:46So let's just bring this way down.
02:48I like to zoom in on areas where the mesh is more dense,
02:53so let's go and look here at the face where things are close together.
02:57And I'll just go up to the Threshold and just move this up just high enough so
03:00that we don't get any unintended verts getting welded.
03:03Let's look around the model to make sure it's all okay.
03:08That looks pretty good.
03:10When using the Symmetry Modifier you want to make sure that all of your vertices
03:14down the centerline of the model are all perfectly centered,
03:17so let's go back to the Editable Poly and actually change some of this.
03:21We also want to click Show end result so that we can edit the model with
03:26symmetry showing up.
03:27So I'll just go into the Vertex mode and pick one of these vertices here on the center line.
03:32Now if any of your vertices aren't quite perfect in the center line, you can get
03:36weird things starting to happen. There can be, like, strange gaps, or strange things can happen,
03:41so you want to make sure when you're modeling and you use symmetry that you get
03:44everything right in the center.
03:48Let's check how symmetry is working on other parts of the model.
03:50I'll just move a random vertex.
03:52Let's pick this one here on the cheek and see if it's working.
03:56Any change we make to one side of the model is going to happen to the other.
04:00Note that a character doesn't have to be just half of a model to use this.
04:04You can put a Symmetry Modifier on a whole character as well.
04:07Let's see how that works.
04:08I'm just going to get out of the Vertex subobject mode and we'll just collapse
04:13this down to in Editable Poly.
04:16Now the model is a whole character, and it's removed the Symmetry Modifier.
04:20So now if we make any changes, symmetry has been removed.
04:24You can see it's not making the same change on the other side.
04:27So I'll just undo that, and I just want to show you what happens if you put
04:31symmetry on a whole character, rather than a half one.
04:34We'll just move that pivot point again.
04:42So you can put symmetry on a whole character just like with a half character, and
04:49it kind of erases the other half and replaces it with the mirror.
04:54Now if I go back to Editable Poly mode and move any of these vertices--oops!
04:59One thing I forgot.
05:01This is one thing that always happens.
05:02The Show end result toggle always gets turned off,
05:05so I usually have to go and make sure I turn that back on before the change happens.
05:10So you can see now we have symmetry on a model that was a whole character to
05:15which we added the Symmetry Modifier.
05:17You'll use symmetry often.
05:19It's very helpful to edit the character as a whole while only having to work on one side of it.
05:24Just be careful that all of the vertices at the center line of the character are
05:28perfectly lined up so that you won't leave any gaps or cause any problems.
Collapse this transcript
Using TurboSmooth
00:00In 3D modeling the end result is often smoothed to remove the blocky nature of polygons.
00:07This benefits the modeler by removing the need to create very dense
00:11complicated models.
00:12Instead you can make a less detailed model and then let TurboSmooth make it
00:17all soft and clean.
00:18I've got the exercise file open, and you can see it's pretty blocky.
00:23A polygonal model is never truly round or soft.
00:26It's always made up of flat polygons.
00:29The only way to make a model appear smooth is to have so many tiny polygons that
00:33you can't see the flat faces anymore.
00:35There's two ways you can do this.
00:37You can make your models with tons of polygons, or you can use TurboSmooth.
00:42The problem with really high poly counts is that it becomes hard for the
00:45computer to deal with so much data, and it becomes challenging to work with
00:49really dense models.
00:51The advantage of TurboSmooth is that you can work with lighter models that get
00:55automatically subdivided only when you want it to.
00:59So let's select Hank and go to our Modifiers, and I am just going to click the
01:03dropdown and click the dropdown and go to TurboSmooth.
01:06What this is doing is dividing every polygon into four smaller polygons.
01:12The result is more polygons and therefore less blockiness.
01:15Let's turn on Edged Faces to see this more clearly.
01:18I'm going to right-click up here and then click Edged Faces, and then I'll just turn off the
01:23effect of TurboSmooth really quick.
01:25So you can see there are four times as many polygons.
01:29Down here you can increase the iterations.
01:31So instead of just subdividing once, you can also make it subdivide twice, or more.
01:36I rarely go higher than two iterations, because not only is it way more
01:40smoothness than I need, but it could also be too much for my computer to handle.
01:45One cool feature is Isoline Display.
01:48Let's just turn this on.
01:50This mode makes it so that it only shows the original edges from the model
01:55before it was subdivided.
01:57This can make things easier to work with, because it can be hard to see what's
02:00going on when the model is showing every single edge.
02:03Now with this mode on, let's go back down to editable poly, and let's make sure we
02:07turn on End Results so that we can see the effect of TurboSmooth.
02:11I'll just go into Vertex mode here, and let's make some edits to the model.
02:16Let's zoom in, and I'll just move some vertices around.
02:20So now you can see we edit the simple low-poly version, but we see the
02:25smoothed high-poly version.
02:27This can be a big advantage, because it's easy to work on a low poly model, yet
02:32you get to see what the high-poly version will look like.
02:35There's actually one way other than TurboSmooth to make a model look smoother
02:40than it actually is.
02:41That's called Normal Smoothing. Let's try it out.
02:44I want to undo these changes here, and let's also get rid of the TurboSmooth.
02:49So I'll just click on that and then click on the Trash.
02:52Let's pick a different modifier.
02:53This time I am going to pick just Smooth, and let's click Auto Smooth.
02:59Normal smoothing keeps the number of polygons exactly the same, but it
03:03simply draws them on screen with smooth gradients between them, rather than flat hard shading.
03:09It looks at the angle between two faces and sees if it's more or less than the threshold.
03:14So you see we can change the threshold and if we bring it down really low, it's
03:19going to keep hard edges between everything.
03:22If we increase that really high, it's going to smooth out between all of
03:26the different edges.
03:27So actually it can be easier to see if we go and turn off Edged Faces.
03:31I'll just zoom out, so we can see the whole character.
03:35So in the Threshold here, if we just bring this down, it's going to draw harder
03:39edges, depending on the angle between faces.
03:42I usually want to crank this all the way up so that the model is just completely smooth.
03:46Now with the threshold at the highest, you can see that the model appears smoother,
03:50yet if you look at silhouette, you can see that it still has the same blocky edges.
03:55So I'll just zoom in, so we can see this more clearly.
03:59Along the edge of the model you can see it's still very angular and blocky,
04:02although it seems to appear more smooth.
04:06So when do you use TurboSmooth, and when is Normal Smoothing good enough?
04:10For models that will be rendered out, I like to use TurboSmooth because
04:14it's higher quality.
04:15However, if I am going to do something for real-time games, I'll go with
04:19normal smoothing, because with games you need to keep your polygon counts low,
04:23and normal smoothing is a quick-and-dirty way to make something look smoother than it really is.
04:28You'll be using TurboSmooth a lot in character modeling because it allows you
04:32to work out on a simpler model while at the same time getting an interactive
04:36view of what a more subdivided model looks like.
Collapse this transcript
Setting up the image planes
00:00Before we start modeling the character, we will need to set up image planes.
00:04These are pictures of the character design that we can use as reference guides to
00:08help us model accurately.
00:10So here we see the concept art for Hank that I created.
00:13One of the most important things you are going to want to have before you start
00:16modeling is something called orthographic views.
00:19That's just simply a neutral pose of the character looking straight at you and
00:25also one directly from the side.
00:27So I made these drawings, and then I scanned them into the computer and I used
00:32an image editing program, like Photoshop, to make sure that they were the exact
00:36same size and that they were lined up perfectly.
00:38So I drew guidelines to make sure that the nose, for example, is on the exact
00:42same level on both of these, the eyes on the same level, and so on and so forth,
00:47so that there's no inconsistency between these.
00:49Something that is nice, but not really necessary, is kind of a pose or a
00:54personality drawing of the characters, to kind of help you visualize what this
00:59thing should look like in a more three- quarter view or perspective view to help
01:03you model things more artistically, as well as technically accurate.
01:07Let's start with a brand-new scene. What we need to do is create some planes and
01:12then map the reference image onto them.
01:13Let's go into the Create panel and click Plane, and what I want to do is drag
01:21this into the front viewport.
01:23Now how do I know how big it should be?
01:25Well, we want to have the exact proportions of the reference image and make
01:30those as the proportions of the plane.
01:33So let's look at the file in the Windows Explorer.
01:36We've got hank_reference here, and it's telling us that the dimensions of the
01:40image is 1,800 pixels wide by 851 pixels tall. And now let's go back to Max
01:48and make we sure type those numbers into here so that we get the right
01:53proportions for this.
01:55So we'll go into the Modify panel here and change the Length and Width of this.
02:00So actually, Length is going to be how tall it is, so I am going to type in 851
02:05and then Width is going to 1,800.
02:09Okay, let's zoom out to see what this looks like.
02:11That is pretty huge.
02:13So what I want to do is just scale it down to make it more manageable.
02:16I will just make sure I am hitting R to go in the Scale mode, and we will just
02:21scale this in, and it is going to scale proportionally,
02:23so it doesn't really matter what exact sizes it is, just as long as it's proportional.
02:29Now to get a reference image placed on the plane. Hit M to bring up the Material Editor.
02:34I will just make this a little bit larger, so we can see everything better.
02:41And I will just create a standard material, so I will just double-click on this.
02:46We want to put the reference image in the diffuse color,
02:50so just double-click on the little circle here next to Diffuse Color, and we
02:54want to select a bitmap.
02:56So I am selecting Bitmap and OK.
02:58Now we can just go and find that reference image.
03:01Now the reference image is connected to color.
03:13Let's drag one more connection to self-illumination.
03:16This will make sure that the image is visible on the plane, no matter what kind
03:20of lighting might be set up in the scene.
03:22I will just zoom out with the scroll wheel here, and so we have got Bitmap.
03:27What we can do is click and drag a connection from here to Self-Illumination.
03:33Now to put the texture on the plane. You need to make sure that the plane is
03:37selected. Then we just come here to Material and right-click.
03:41In this pop-up menu you just click Assign Material to Selection.
03:45Okay, let's look in the viewport here.
03:47I am going to zoom in. The plane has turned gray now, but we still don't see the
03:51reference image on it.
03:53We need to set the material so that it shows up in the viewport.
03:55So let's make sure we have got the material selected, and just go up and click
03:59this little button with a checkerboard and the light bulb,
04:02Show Shaded Material in viewport.
04:04Okay, great, now the image has popped up on the plane here.
04:07Let me just close this and make sure everything is looking okay.
04:11All right, looks good.
04:17Depending on your computer, this image might come in at a very low resolution.
04:21If that's the case, go back and watch the exercise movie where I explained how
04:25to set the resolution of the image.
04:28Okay, now we need to position this plane in the front viewport.
04:32Right now it's just set to Wireframe mode, so we can't see the image.
04:35We are going to right-click here and set it to Shaded.
04:38One thing we need to do is move this image plane out of the way of our modeling.
04:42So let me just zoom out here in the Perspective view. We are going to be
04:46building the character in the center of the grid,
04:48so if we have the image plane right here, it's going to get in the way.
04:50So I am just going to put it in Move mode and just send it way back, so it's out of the way.
04:55I also want the character to be centered on the vertical axis.
04:59So we see here in the front view, here is the vertical axis and our characters
05:03is just a little bit off of that,
05:04so let's move it over so that it's all nice and centered.
05:07So let's go and do full screen view by hitting Alt+W, so we can see this better.
05:12And I will just zoom in, make sure that the eyes are centered.
05:16That's pretty good. And I also want to have this feet sitting right on
05:23the horizontal axis.
05:25Great, this plane is done for now.
05:27Let's get the other one created.
05:29Let's go back to our four different views by hitting Alt+W. By default, Max has
05:33one of the viewports set to Left; however, I prefer to model with the right-hand
05:39camera rather than the left one.
05:40So let's just click on the word Left here, and we will select Right from the pop-up menu.
05:46Now we need to make a copy of the front image plane, so how you can do that is
05:51by selecting it, and let's make sure we can see it here in our Perspective view.
05:56Okay, you just have to zoom out a bit.
05:57You can simply copy objects by holding down Shift while you move them.
06:02So now we have got a second version of the image plane here, and when we let go
06:06off the Shift button it gives us options for copping.
06:09So I want to set to Copy.
06:11I just want to make 1. We can change the name here.
06:13Let's set it to sideplane.
06:17Now we need to rotate this so it can be seen from the right viewport.
06:20I am going to hit E to go into Rotate mode. And let's see.
06:24I probably want to rotate it--actually I want to rotate it -90 degrees. So I will just
06:31undo that, and I want to get a perfect rotation, rather than doing it by hand,
06:35so that it comes out exactly.
06:36I figured out beforehand I want it -90 degrees.
06:40Let's also set the Right viewport to be shaded rather than wireframe, so that we
06:44can actually see the reference image.
06:51I think I might have messed something up; the image still isn't showing up.
06:55What I think might have happened,
06:56I think I needed to type in 90 instead of -90 here.
07:00Let's see what happens.
07:01Okay, yeah, it was flipped around that wrong way, and we were seeing the image
07:04plane from the back side, and polygons are by default transparent when seen from the back side.
07:10All right, let adjust the placement of this image as well.
07:13So I am going to go into Move mode and just scoot this way back, so it's not in
07:16the way of our modeling.
07:19Let's also make sure in the right viewport that we've got this image lined up.
07:22I am going to hit Alt+W to go into full screen, and we are working from the side view on this,
07:27so let's get our character roughly centered with the vertical axis.
07:31This one doesn't need to be like precisely lined up with any part of the
07:34anatomy, just roughly in the center.
07:36The last thing we need to do is lock down the image planes so that we don't
07:40accidentally select them while remodeling.
07:42So let's go back to our Prospective view, hitting Alt+W, and I am just going to
07:46select both of these.
07:48Now we right-click and select Object Properties.
07:51What we need to do is turn on Freeze.
07:54This makes the objects unselectable.
07:56You will also want to turn off Show Frozen in Gray.
08:00By default, Max turns any frozen objects gray, but if that happens, it's going
08:05to get rid of the Reference image, so by turning this off, it will stay frozen,
08:08but we can still see the reference image on top of it.
08:10All right, let's click OK.
08:12So now you can click on this image planes all day long and nothing will happen to them.
08:17With the image planes set up, we will have the design on screen to help us as we model.
08:22Having the image planes set up accurately will make things a lot easier when we
08:26get down to modeling.
Collapse this transcript
Exploring edge flow
00:00The structure of your polygonal mesh can be thought of like the structure of a bridge or tower.
00:05In both cases you want to get the most use out of the fewest pieces.
00:10The arrangement of the polygons in a model, like the arrangement of beams in a
00:13tower, needs to relate to the shapes and forms that they're contributing to.
00:18The way in which edges relate to anatomy and to each other is called edge
00:22flow, and it's a crucial concept for making characters that bend and move in correct ways.
00:28So I'm just showing this image of the Eiffel Tower to illustrate the point that
00:32these different struts aren't just positioned at random angles.
00:36They're positioned in such a way that they relate to the overall shapes that the
00:40architect had in mind when he designed the Eiffel Tower.
00:44So how do we know where our edge flow should go?
00:47In 3D character animation modelers and riggers use a principle called edge flow
00:52to determine what the polygonal structure of a model should look like.
00:56Edge flow is a way of relating the topology to the anatomy.
01:00In this exercise file, I have color coded different parts of the body according
01:04to their flow zones.
01:05That's the term I just made up. It sounds fun to say.
01:08Flow zones are sections of a model that all have the same edge-flow pattern.
01:13I'm going to go over some of the things to take into consideration when planning
01:18out flow zones for a character.
01:20Look for where creases form. Look for lines and edges in the model. When
01:25the model animates, having the edge flow follow creases will help maintain their shape.
01:30So let's look at Hank here.
01:31I'm going to zoom in at his shoulders and his pec region, and we've got edges that
01:36are following right here underneath the pectoral muscles and going up, following
01:40this crease that goes up to the shoulder.
01:41If the polygon edges went against the grain of the anatomy, it would be very
01:46difficult to animate, let alone model correctly.
01:50Another thing to take into consideration is the directional movement of flesh and muscle.
01:55When the body moves the skin pulls in various directions.
01:59Understanding what direction the skin moves in will help you place edge flow.
02:04Let's zoom in on the face.
02:08Notice the eyes and mouth. The skin is going to need to stretch and deform in
02:13certain directions to make smiles, squints, and other expressions.
02:17The edges flow in the direction of the most common movements.
02:21So you see here on the mouth all of these edges are looping around.
02:26That's because common expressions that the mouth takes pulls the skin either up
02:31towards the cheekbones or pursing the lips moves them down towards the lips and
02:36so when the edges are laid out in this direction, it's very easy to form all of
02:40these different expressions.
02:41Another thing to look for is obvious structures.
02:44Anatomy often has a clear direction to it.
02:47Bones, limbs, and muscles can be indicators of where to place edge flow.
02:51So let's zoom out and look at the arms.
02:55Limbs are usually easy to figure out because they're based on cylinders.
02:59Unless there's some specific reason to make it more complicated, limbs on
03:03cartoony characters can be very straightforward.
03:06So we see this flow zone here for the forearm. I'm just going to look around at all
03:11different angles, and you can see the arm is really just a cylinder with some
03:15extra little lumps modeled into it here and there.
03:18So you can really have a very straightforward flow zone, with edges just going
03:21straight down the arm and edges looping around the arm.
03:25Something else you can do is play Connect the Dots.
03:29Some parts of the anatomy will be harder to figure out than others.
03:32Do the simpler parts first and then see if you can bridge the harder
03:36spaces between them.
03:37We're going to model the head and the torso separately, so if you're not sure
03:41what the edge flow for the neck should look like, you can do the parts above it
03:45and below it and then just bridge the gap between the two.
03:49Another good tip is to get ideas from looking at other people's models.
03:53Lots of professionals post their work online with edge flow visible.
03:58Study what they do, but understand that there's not just one right way to do it.
04:02In general, understand that there often isn't one single edge flow pattern
04:06that will work the best.
04:08You may have to test out the model with a rig or experiment with putting the
04:12character in different poses to see how well it works.
04:15I often go back to the drawing board because the edge flow that I've chosen
04:18needs a little tweaking.
04:20The edge flow that we're using in this course is a generally good one that works
04:24for most humanoid characters.
04:26However, every character model is different and will require some variations
04:30to what I show here.
04:31Luckily for you, I'll be showing various ways of thinking about edge flow
04:35and tricks that will help you adapt what you learn here to many different situations.
04:40As you get better at character modeling, you'll certainly discover your own
04:44techniques, tricks, and ways to improve on the basics.
Collapse this transcript
2. Modeling the Head
Creating the basic facial structure
00:00The face is one of the most detailed and recognizable parts of a character.
00:05Whether the model will be used in a game, a movie, or anything else, the face is
00:09one of the most important parts to get right.
00:12It can also be difficult because there's so much going on.
00:16That's why there should be a solid plan of attack when modeling a face.
00:19In this movie, I'll show you a great technique that focuses on establishing the
00:23most important flow zones first, like the mouth and eyes, which makes it easier
00:28to refine details later.
00:30The main concept to remember here is to keep it simple.
00:33Create the basic flow zones that the face needs with few polygons.
00:37It will look blocky and ugly at first, but it's easy to add in more detail later
00:42if the foundation is set up right.
00:43We have got the exercise file open here with the image plane set up and ready to go.
00:48Let's start our modeling with a polygon plane over the face.
00:52So let's go into the front view and zoom in on the face, so we can see that better.
00:55I'm going to go into full screen with Alt+W. Okay, go up to Create panel and
01:02we're just going to click Plane.
01:04Now I want this to be centered on the grid so that the center line is right in the middle,
01:09so let's go up to Snaps so that we can snap it right there to the center, and
01:14right-click to lock that in.
01:15I want to model with the edges visible, so let's go up and right-click on that
01:20and click Edged Faces.
01:23Now let's look at the Modifier panel for this object.
01:25Its Length Segments are set to one and Width to one, so that's exactly what we want.
01:29If it's not to that, go ahead and change those numbers to one.
01:33Now we can convert this to an editable poly object so that we can make
01:37modifications to it. Right-click on it and go down to Convert To and click
01:42Convert to Editable Poly.
01:44You can see now that the Object Type has changed to Editable Poly, and now
01:48instead of seeing the Plane settings, we see all the editing features available
01:52to Editable Poly objects.
01:55I want to work symmetrically on this, but before I put on a symmetry modifier, I
02:00need to move the pivot point to the center of the grid.
02:03This is because the symmetry modifier will mirror the model across the pivot point.
02:08So to do that let's go up to the Hierarchy panel, and we want to affect the Pivot
02:11Only so click on that.
02:13Now I'll hit W to go into Move mode, and let's just move this till it snaps on
02:18the center point of the grid.
02:20Make sure that Snaps is on when you do that.
02:22We don't need snaps anymore, so now that we moved the pivot point, I'm just going
02:25to turn this off. And we don't need to affect pivot only anymore, so we'll go
02:29back to the regular mode.
02:31Now it's time to put on the symmetry modifier.
02:34Now as we make changes to one side of the model, it will automatically be copied
02:38over to the other side.
02:40In the Modifier stack, let's go down to Editable Poly, and we also need to turn
02:45on Show end result, so that we can see the result of the symmetry while we're
02:48working in Editable Poly.
02:50One issue that we're having before we can start working is that the model is now
02:54covering up the image plane and we can't see the reference.
02:58Let's make the model see-through. Go ahead and right-click on it and go to
03:02Object Properties, and we'll just turn on See-Through and click OK.
03:07Now let's start making this look more like a face.
03:10Let's go into Vertex mode and tweak the positions of some of these vertices.
03:14I also want to see this in more than one view at a time, so I'm going to hit
03:17Alt+W so that I can see it in the front and side and perspective views.
03:22I just want to zoom in here in all my views, so I see what I'm working on up and close.
03:30Okay, first thing I want to do is move these vertices so that they kind of
03:34form a mask over the face and they're lined up with the anatomical features of
03:37the face more closely.
03:39So you can just go into these various views here and move some of these vertices
03:43around a little bit.
03:44I'm just going to tweak some of these so that it's covering the face more closely.
03:53And also here in the side view I want to make sure that these are all lined up
03:57with the front of the face.
03:59So I'm just selecting them and moving them into place so that it lines up with
04:04the reference more closely.
04:09It looks like I just need to do a little bit more tweaking here.
04:20Okay, that's pretty close.
04:20We might need to tweak it a little bit more later, but at least it's in the ballpark.
04:24Now I want to split this polygon in two so that we have a flow zone for the
04:28mouth and then one above it for the eyes.
04:30I'm going to use the Quick Slice tool to split this polygon.
04:34So let's go up to the Graphite Modeling Tools and go into the Edit submenu and
04:40then click Quick Slice.
04:42And the way this tool works is you just click on one part of an edge and then
04:47you click on another edge and it cuts a new edge in between where you clicked.
04:51All right, now let's tweak the position of these vertices so that it lines up
04:55better with the reference.
04:56For example, this one needs to go above the nose a little bit more. See what
05:03that looks like in the side view.
05:04I need to move that back a little bit, maybe up a little bit more, and then this
05:08one here on the cheek.
05:09Let's move this one out a little bit. Let's bring it out in the Side view some more too.
05:20What we have now is a foundation for the flow zones of the face that we will
05:24build upon in the next movie.
Collapse this transcript
Creating the basic facial features
00:00Now to turn these simple polygons into flow zones that complement the circular
00:04mouth and eye shapes.
00:06We'll use the Extrude tool to quickly create an edge-flow pattern that can be
00:10easily refined later.
00:12Everything from the chin to just above the laugh line should be part of the
00:16mouth flow zone. Everything above that will be part of the eye and brow flow zone.
00:21Now let's get the actual edge flow for the mouth made.
00:25I'm going to select the mouth poly and then use Inset to extrude it inwards.
00:29So I'm going to into Polygon mode.
00:31Let's select the polygon over the mouth and go down to Inset.
00:34Now we're in Inset mode. Just click and drag on the polygon.
00:39Now it does something kind of weird.
00:41It's kind of split into two, but we'll fix that later.
00:43I just roughly want to create an extrusion that creates some more edges that
00:47come down from these edges that were already created.
00:50To clean this up, I'm just going to delete some of these faces that I don't need anymore.
00:54I don't need that one.
00:56I don't need that one. And now I'm just going to tweak the positions of some of
00:59these vertices so that it lines up better with the mouth.
01:03So let's just tweak this a little bit more. And I'll keep making a few adjustments.
01:10Let's zoom in a little bit closer so we can do this more precisely.
01:31And I just want to make sure that these vertices right here are very close to
01:34the center line, so we don't run into any problems.
01:37With the symmetry, if they're too far away and my break apart, so let's try to
01:40get them as close as possible to that center line.
01:42Okay, that's pretty close.
01:43Now let's make the inside of the mouth.
01:45I'm going to go into Edge mode and just select these edges around the inside of a mouth.
01:50So I'm just holding down Ctrl while I click so I can select multiple edges.
01:54Now let's extrude them back by holding down Shift while we move them.
01:57It's going to be easier to zoom in Perspective view,
01:59so just let me zoom in here.
02:01I can hit Z and it'll just zoom in right to anything that I've selected.
02:07Okay, holding down Shift, I'm just going to move these edges back.
02:12Now let's get a basic nose and eye going.
02:15The first thing I want to do is insert an edge loop kind of vertically right
02:19here that will separate the two different eye flow zones. It's also going to
02:23create a bridge for the nose.
02:25So I'm just going to go into the Edit menu, and I'm going to pick Swift Loop.
02:31So with this tool I can just click once and it will insert an edge loop along
02:36any set of edges that are parallel with each other.
02:39Now, let's do the same thing with the eye that we did with the mouth.
02:42We're going to use inset to create a flow zone for the eye.
02:45So right-click to lock in that Swift Loop that we just added, and let's go into Polygon mode.
02:50Let's pick the face over the eye, or the polygon over the eye, and go down to Inset.
02:58Go ahead and click that and then just click and drag to create a new polygon
03:02inside here. And we just need to tweak the shape of this to get it to fit to the
03:06reference a little bit better.
03:07So I'm just going go into Vertex mode so we can do that tweaking.
03:10I'll just zoom in closer and just pick individual vertices and move them so that
03:15they are a lot closer to the eye and the reference.
03:20And I'll just keep refining this, and the side view as well.
03:26Looks like this need some refining.
03:40There's just a few extra adjustments I want to make.
03:50All right, that's pretty close.
03:51We can always tweak it a little bit more later if we have to.
03:54Whenever you create new geometry by extruding or cutting edge loops or anything
03:58else like that, you always want to tweak it to fit the reference before you go
04:02and make new geometry.
04:03This is because if you go and add lots of new edges and vertices it will be a
04:07lot more work to tweak lots of them at once, rather than a few of them when
04:12geometry is relatively simple.
04:14Okay, same as the mouth, we're going to delete this polygon that's covering
04:17up the eye right now.
04:19So I'm in Polygon mode. It's already selected, and I'll just hit Delete.
04:22Now we need to select all these edges right here.
04:24We can actually use the Border Selection mode and just click once and get all
04:28of those edges right there, and now let's get a better view on this so we can
04:32just extrude them back.
04:33I'm going to hold down Shift and move them back a little bit, and I'll just
04:36extrude that one more time so we can get those eyelids kind of wrapping around
04:40the eyeball that we're eventually going to create.
04:43So I just extrude it one more time, and now we'll go into Scale mode. To go into
04:47Scale mode, you just hit the R key and just kind of scale that up a little bit.
04:51So as we work on this some more, this geometry is going to kind of wrap around
04:56and kind of form around the shape of the eyeball.
04:59Now let's get the nose going as well.
05:01First I'll cut some loops around the nose to define where it should extrude from.
05:06So the nose needs to extrude out of this area, but right now there's not any
05:09edge loops defining either the sides or the bottom of the nose, just the top
05:14of the nose right now.
05:14So let's go up into Edit and grab Swift Loop. And I'm just going to use this to
05:21insert loops on the side of the nose, underneath the nose. And let's just add
05:26one more loop above the nose to separate it from the eye flow zone a little bit.
05:30And as always, once you've created more geometry, you want to tweak it so it
05:33fits your reference.
05:34So I'll just hit W to go into Move mode again, and we'll just move things around
05:38so that it fits the reference better.
05:49This tweaking can be tedious, but it's really important to do, because
05:52otherwise the model won't line up with the reference and you'll have a lot more work later on.
05:56Now there is this one edge loop that's really important.
06:00It's going to follow the laugh line, or the nasolabial fold, if you want to
06:04be medically precise.
06:07It's a very important one to make sure that it's lining up with your reference.
06:12So let's just tweak this a little bit more.
06:21Some of these edges are kind of close together too--like these two vertices are
06:24very close together--so I like to spread them apart a little bit.
06:33It looks like I could adjust this some more.
06:35Okay, so now you can see we've got polygons going all the way around the nose.
06:48Now, let's go into Polygon mode so we can select these polygons and extrude them.
06:57And so in Extrude mode I'll just click and drag and we will extrude out.
07:00Now you'll notice something really weird is happening;
07:03it splitting the nose into two, and we'll just fix that up.
07:06It's kind of a similar issue that we're having with the mouth.
07:09So I can just select this one polygon right here in the middle.
07:12You see it's kind of splitting the nose in two.
07:14I'll just select that and delete it.
07:18And now I can go into Vertex mode and tweak these so that it lines up
07:21better with the reference.
07:28It looks like I could adjust this some more.
07:40Something I like to do when there's vertices right on the center line is
07:43instead of grab them right here where you could move them at all different
07:46angles, what I like to do is grab it with just one axis at a time, so that no
07:51matter how I move the mouse it's only going to move. That way it won't go off
07:54axis and mess anything up.
08:12And let's see what this looks like.
08:13I like to go into Perspective view a lot and just look at it from all angles to
08:17make sure there is not any big problems.
08:23And there is the basic structure for the face.
08:25This way of starting a face is the fastest and most easily configurable that I've found.
08:30You can use it for all but the most extremely stylized faces.
08:34It even works for many animal faces.
08:36Although what we have so far is crude and blocky, you can see the flow zones
08:40have been established, so that as we add more detail with Swift Loops and
08:44Extrude, it will automatically follow the major anatomical forms that we have
08:48already established.
Collapse this transcript
Making the head and neck
00:00A good head structure will set the stage for the ear, as well as create good
00:05anatomy for the neck.
00:06Sure, this section doesn't deal with parts of the body that are as exciting as
00:09the eyes and mouths, but it's an important step.
00:12It's also good practice with extruding and tweaking.
00:15We can build off of the model as we already have it to create the head and neck.
00:19First let's continue extending the face out towards the rest of the head.
00:23I want to zoom in here in Perspective view and select a lot of these edges
00:27around the face, and let's make sure we go down into Editable Poly, and also
00:31make sure that we can see the end result.
00:33I'm going to go into Edge mode here and just zoom in.
00:37I'm going to hit Alt+W to go full screen.
00:39I'm just going to hold down Ctrl as I go around and select all these edges, and
00:46let's just extrude them back.
00:48Go into Move mode and hold down Shift as you move backwards.
00:52All right, let's see what this looks like in the other views.
00:56Okay, so it's not quite lining up. And we could tweak by hand.
01:00We can also use the Scale tool here to scale up these edges so that they line up
01:06better with the face, so we don't have to tweak each vertex individually--at
01:09least not quite so much.
01:11Okay, let's go into Vertex mode and just make sure these edges and vertices line
01:16up better with the reference.
01:18Try to get this one a little closer to the jaw line.
01:20I'll try to get this one back towards the corner of the jaw.
01:25I'll bring this one over up towards the temple and kind of bring these up to the hairline.
01:35Now the way I want to make the rest of the head is by taking some edges here
01:46along the top and the side of the face and extrude them around the back of the
01:50head, but right now there's no break right here.
01:52I would need to insert a new edge loop right here so that I could have an edge
01:56right here to extrude over the ear.
01:58So let's do that really quick.
02:00We'll go up to Edit and pick Swift Loop, and now we can just insert an edge loop right here.
02:05I just want it to go just above the ear and then into the eye. Great!
02:10Now with that in place, we can go into Edge mode.
02:13I'll hit W to get out of Swift Loop mode, and now I can just select these
02:18edges right around here.
02:19It might be easier if I go into Perspective view.
02:23Okay, now I can extrude these so that they go around the back of the head.
02:26So I'm just going to hold down Shift as I move them back.
02:29And the shape isn't quite perfect, so I'm actually going to use Scale and kind
02:34of flatten these out a little bit. I'll just move them back a little bit more.
02:39I might go into Rotate--just anything to tweak it so it fits the shape of
02:44the head a little bit better.
02:45Let's try rotating a little bit more.
02:50And let's do that one more time.
02:52I'm going to go into Move mode and hold down Shift and just extrude that down once more.
02:57And same thing here again.
02:59I can just tweak this into place using Move, Rotate, and Scale.
03:04We'll just get this fitting the back of the head.
03:05Let's see what this looks like in Perspective view.
03:13I just like to check this out, make sure there is not any big problems.
03:17Okay, it looks like we could space these out a little bit better.
03:19I'm just going to go into Move mode and pick some of these individual vertices
03:23and get them spaced out a little bit nicer.
03:27And let's just tweak this.
03:34Okay, now to continue this extrusion down the back of the head.
03:38Let's go into Edge mode and it looks like they're already selected from the
03:43last time we had them, so we'll just go and hold down Shift and extrude down once more.
03:49One thing I need to do is close up this gap right here, and so we've got one edge
03:54that's right here, but we wouldn't want to connect this edge to this one right
03:58here, because it would kind of create this diagonal right here.
04:00So let's insert another edge loop right along here so that we have something to
04:04bridge this gap with.
04:05I'm just going to up into Edit, get Swift Loop again, and just throw in another
04:11edge loop right here, just below the ear.
04:14So there is a really cool way to close off this gap.
04:16I'm just going to select both of these edges on either side of the gap, and then
04:21up in the Edges there is an option called Bridge, and that's just simply going to
04:26place a new polygon in between any two selected edges.
04:30This is nice because it also creates this little space right here for the ear to exist later on.
04:35Let's see if we need to fix anything in the front view.
04:38Okay, we could tweak a few things right here. It looks like we could bring this
04:41out a little bit wider.
04:42All right, not too bad.
04:44Now we need to extrude down for the neck.
04:48Same as we've been doing,
04:49let's just select these different edges that go around the bottom of the head.
04:53I'm going to hit Q so this move gizmo gets out of the way.
04:56Now we're just going to Select mode rather than a Move or Rotate or any
05:01other kind of mode.
05:04Okay, we've got all those edges.
05:05Now we'll just go into Move mode by hitting W, hold down Shift, and we'll just
05:09bring it down for the neck.
05:13And as always, tweak things to get them into place.
05:26All right! That's good. Let's go back into Edge mode and just Extrude it down one more time.
05:44So that's the basic block-out for the rest of the head.
05:46It's really blocky and low detail right now.
05:49We could go in and use Swift Loop to add a whole bunch more edges and then spend
05:53some time tweaking it to smooth everything out, but I've got a shortcut.
05:56Let's put a TurboSmooth modifier on the stack.
05:59This is going to subdivide the whole model.
06:02It adds a new edge in between every existing edge, and it rounds out any hard edges.
06:07It also tends to shrink the model a little bit, so we might have to fix that. All right!
06:11Let's get out of Vertex mode.
06:13Let's click on Symmetry so that we add a TurboSmooth above that level.
06:17Okay, so you see that TurboSmooth, it actually shrunk things quite a bit,
06:24especially in the chin; it lost a lot of volume.
06:26You see if we turn that off, the difference is pretty striking.
06:30What we can do is actually turn on Isoline Display and then go back into the
06:36Editable Poly and tweak this so that it fits the reference better again.
06:52I want to look at this from a different view.
06:57When you're done tweaking you can convert the whole head to Editable poly and it
07:02will lock in all the modifiers.
07:04So let's go back up to TurboSmooth. We'll turn off Isoline Display because if
07:10you convert to Editable Poly with Isoline Display on, it can cause some problems.
07:13It's a little bug in Max, so I like to make sure I turn that off. And let's just
07:19right-click on the model now and go to Convert to Editable Poly.
07:23So that just locked in the symmetry,
07:25it locked in the TurboSmooth, and it locked in all those extra edges that we
07:29created with TurboSmooth.
07:33So if I go in here and turn on Edged Faces, now you can see you got a lot more
07:37detail than we had before without having to go and put it all in manually.
07:41TurboSmooth did a lot of that work for us.
07:44So the head and neck might not be the most exciting parts of the body of the
07:47model, but when done well they really support good modeling in the parts that
07:51they connect to, namely the ears, chest, and face.
Collapse this transcript
Refining the mouth
00:00The mouth is one of the parts of the body that undergoes extreme deformation.
00:05Muscles all around the mouth push and stretch the lips in a very elastic way.
00:10Getting the proper edge flow then becomes crucial to good animation.
00:14Luckily, we've already established the flow zone, so we have eliminated any
00:18guesswork about where to cut new edges because we can just insert more edge
00:22loops inside of our existing edge flow.
00:25There are three main things that I want to do to the mouth here.
00:28One is tweak the shape to make it more appealing; two is create more edge loops
00:33that I can use to increase the level of detail; and third is to create a closed-
00:38off mouth cavity on the inside.
00:40So we have got the head here.
00:41I have already got a Symmetry modifier on the stack, so anything I do at one
00:45side of it's going to happen to the other.
00:47Now let's start tweaking out the shape.
00:49There are a few tools that I like to use here a lot when doing this type of work.
00:54One is Soft Selection.
00:55I want to push around some parts of the model to make the shape more appealing
01:00and to match the reference better.
01:01Just be careful of using this near the center line of the model.
01:05If you push or pull center vertices left or right it will cause problems with the symmetry.
01:10Let's go onto Editable Poly mode.
01:12I am just going to go and pick Vertex.
01:15So the way Soft Selection works is down here in your Modify palette, and let's
01:20just click on this to open it up.
01:21I am going to turn on Use Soft Selection, and so I am just going to turn this
01:25down because it's kind of hard to see right now.
01:27When the Falloff is set really high, you can't really see the gradients.
01:30But what it's doing is any vertex you select, there is kind of a rainbow of
01:36gradual falloff of the effect that is going to happen when you start
01:39moving these vertices.
01:41So if I go into Move mode and just move some of this, you can see what I am talking about.
01:45So I just had one vertex selected, but this soft falloff is making the vertices
01:50around it affected less and less the farther away they are.
01:53So you can set this Falloff to whatever you want; 0.8 seems to be working
01:58pretty good right now.
02:00Let's make sure we can see the end results of the symmetry.
02:04Okay, so let's just start tweaking some of these vertices around the mouth.
02:07I am going to go into my different views, maybe my side view, and see if we can
02:12get this lining up to the reference better.
02:20So this is a lot easier than tweaking individual vertices at a time.
02:23I want to be able to see my reference better, actually.
02:25Let's go into Object Properties and make sure this is set to See-Through.
02:32Okay, this part might be a little tedious, but it's really important to make
02:36sure that this stuff is lining up with the reference,
02:38so I am just going to come in and start moving stuff around.
02:41Some of these changes are going to be fine-tuned enough where I might not want
02:44to use the soft selection and actually just pick individual vertices at a time.
02:50And I'll just keep refining this.
02:52And I am just adjusting the Falloff so that I get a little tighter control over this.
03:02I don't want to affect quite so many vertices as it was selecting before.
03:09Okay, that's one thing you can do.
03:10Something else that helps here is Paint Deform.
03:14So I am going to get out of Vertex mode, and let's go into Freeform and
03:20select Paint Deform.
03:21I am just going to grab Push and Pull, and the setting is way too high by default.
03:28I am just going to bring this down to a much more manageable number.
03:31No, it's still pretty huge.
03:34Let's try 0.38, maybe a little bit bigger, 0.6. Okay, that's good!
03:43And let's bring the Strength way down, because that looked way too strong.
03:46I am also going to turn off Edged Faces because it's kind of hard to see what I
03:51was doing before, and I'll hit Alt+W to go into full screen.
03:55So now what I can do is just kind of push and pull on different parts. Actually,
04:01as it is with See-Through,
04:03you kind of have to go and turn it on and off, depending on what you're doing, because
04:07now as I'm sculpting it, it's kind of hard to see how the shape changes if
04:11See-Through is turned on.
04:12So I am just going to get a very gradual falloff on this, and just see if I can't
04:22get the shape of this rounding out a little bit better.
04:24You can kind of see there is a--kind of the centerline has kind of a sharp edge to it.
04:29I want to kind of pull that out a little bit so that it's not quite so sharp, so
04:34that there is more round shape to the forehead and to the mouth especially.
04:43So between tweaking individual verts and using Soft Selection and Sculpt Deform,
04:49you can get the shape looking a lot better.
04:51Now I would really spend probably an hour or two tweaking this to get it just look
04:56just right, but I am going to go ahead and skip forward ahead right now.
04:59On your own time you should probably spend a lot more time making this look
05:02nicer, but it's just kind of a process of tweaking individual vertices and using
05:07these different tools to get the shape looking better.
05:09I probably wouldn't want to invest the time to make it totally perfect right now,
05:13because as the rest of the model develops, the mouth will likely be affected by
05:18various things and I would have to go and redo some fine-tuning anyway.
05:21Now it's time to increase the detail level in a few places.
05:24I like to Swift Loop for this.
05:26Let's just make sure we are in Edge subobject mode, and I also want to go to Move
05:31mode so I get out of Paint Deform. And we can go up to the Graphite modeling
05:36tools, and I am just going to go and pick Edit > Swift Loop.
05:40I want to increase the detail in several places so that when the model is
05:44animated there will be enough vertices to create smooth deformation.
05:49I also want to make sure that there's enough detail to create the shape of
05:52the lips that I want.
05:54So one thing that might be a problem if we were to animate this model right now
05:56is there's just not a lot of edges running vertically out of the mouth, or like,
06:01running radially away from the mouth.
06:03So let's go and add some more vertices here, and some more edges.
06:06I also want to add some more loops going around the mouth so that we can shape
06:15the lips a little bit more.
06:17And then, as always, you will probably want to tweak things.
06:20So I will go back into Vertex mode and I am actually going to turn off
06:24Soft Selection for this.
06:25I just want to go in and tweak the shape of some of these things to just make it
06:29look a little bit more detailed, or anatomically precise.
06:32You might want to bulge out the shape of the upper lip a little bit more so that
06:48it's not just flat edge.
06:53Again, this is something that you would spend a lot more time on, but I know
06:56it's not very exciting to watch tweaking individual vertices for hours, so I
07:00will just go ahead and skip forward at this point. All right!
07:02Let's put a TurboSmooth modifier on the stack, so we can see what that looks like.
07:06I am going to get out of Vertex mode and click on Symmetry so that the
07:11TurboSmooth is added above the Symmetry.
07:17And I'll just zoom out and see what this looks like.
07:19Okay, so there are some issues. When we added those extra edge loops
07:22things started to get a little bit crinkly,
07:25so we can use Paint Deform again to clean up some of those areas.
07:28So let's go into Freeform here.
07:30Make sure we have got it in Editable Poly mode actually, and go into Paint Deform,
07:36and I want to use Relax and Soften here.
07:39So what this is going to do is kind of work out some of those kinks,
07:44those crinkly parts.
07:48I probably still want to do some tweaking on the individual vertices as well, but
07:51this can give me a really nice head start on fixing some of those problem areas.
07:55Kind of a subtle effect.
07:59You might not be able to see really clearly what it's doing, but you might be
08:02able to tell that some of those weird creases are out of there now. All right!
08:07Finally, let's close off the inner mouth.
08:10And for this I want to turn off TurboSmooth.
08:13I want to turn off Symmetry.
08:14With Symmetry off actually, we can delete half of the model, so that one side of
08:20the mouth will be out of the way, and we won't be able to see it.
08:23So actually let's go into Polygon mode here and just select half of the face
08:28and just get rid of it. So let's go into the front view.
08:31I am just going to drag a selection over half of the face and hit Delete.
08:37Let's go back into Perspective.
08:40Okay, so now it's going to be a lot easier to work on the inside of the mouth
08:44with the half a mouth gone.
08:46Go up and turn on Edged Faces.
08:49To make the inside of the mouth, I am going to select these edges around the
08:52inside of the mouth and extrude them back.
08:54So we'll just go into Edge mode, and I will zoom in here and just start picking these edges.
09:02I am going to hit Q to go into Selection mode, and I will just hold down Ctrl as
09:06I select all these edges. All right!
09:10Let's extrude this back.
09:11Actually, first I will scale it up a little bit so that the lips will curl
09:14around a little bit.
09:15All right! I am holding down Shift and I am just going to push these back.
09:22Now the inside of the mouth isn't going to have any detail, and you're not
09:29really going to see on the inside, so it's not really important that it looks all that nice.
09:32All right! Let's just make this a little bit bigger so we have room to put the teeth in later.
09:37And I will just extrude it back one more time, just so we have a nice big mouth opening.
09:55All right! To close off the opening, I am going to use the Bridge tool.
09:58We have used Bridge before, but I am just going to go over it once more.
10:01I am going to pick one edge on one side and then another edge, Ctrl+Click on
10:06the other side, and let's go up to the Graphite modeling tools and go to Edges and Bridge.
10:15And then you can just keep doing that:
10:16select another one, then another one on this side, go to Edges and Bridge.
10:21And just keep doing that all the way till you closed off the entire inside of the mouth.
10:26Now at the very end here we have just got three edges all the way around here,
10:31and Bridge won't work if there is two edges touching each other.
10:34So what we want do is go into Border Edge mode here and just select that whole
10:38border edge around this last little opening right here.
10:41I am going to go up to Geometry and Cap Poly, and that just puts a new polygon
10:46just filling that hole right there. All right!
10:48Let's zoom out and see what this looks like.
10:52So there we have a mouth.
10:53If you are going a realistic human character, you would use the exact same steps,
10:58except you would probably need to add a little bit more detail and tweak it some
11:01more to make it anatomically accurate.
11:03However, you would use the same simple flow zones and add detail the same way.
11:08By keeping the geometry around the mouth simple and straightforward, we
11:11avoid hassles later on.
11:13When the topology is simple concentric rings it's easy to add more edge loops
11:18and to achieve nice clean deformation when the riggers and animators get a
11:22hold of your model.
Collapse this transcript
Shaping the eyes
00:00Eyes are a crucial part of any character model.
00:03The window to the soul needs special attention in order to look its best.
00:08It's worth it to make sure that the eyes look right, because they're going to be
00:11conveying a lot of the character's emotions.
00:14Proper edge flow here is crucial to good deformations and by extension, good animation.
00:19Luckily, we've already established a solid flow zone for the eyes.
00:23From here, we just need to refine the shapes so we can really bring some
00:26personality to them.
00:28Before we continue shaping the eyelids, let's get an actual eyeball in place.
00:32Having an actual sphere at this point is very helpful because it will give us an
00:36actual shape around which we can line up the eyelids.
00:39You have got the head see-through, so that when we make a sphere we can see
00:43it through the face.
00:44So let's just go to Create and make a sphere and just click and drag one out here.
00:51You may be asking yourself how large it should be.
00:54For realistic eyes on an anatomically correct character, I make the eyeball just
00:59a little bigger than the eyelid opening.
01:01Cartoony characters like this one are open to all kinds of stylistic
01:05variations on reality.
01:06I am going to make this eyeball even bigger than I would for a realistic
01:10character, so that they have an almost plate-like shape.
01:13If it's your own design, feel free to make them whatever size you like.
01:17If you're working with a team of people, it may be a good idea to ask them what
01:21will work best on your production pipeline.
01:23I am just going to go into the side view here and go into Move mode and move
01:28the eyeball forward.
01:29Let's get a closer look, just to make sure we're getting it in right place. All right!
01:34That's pretty good. Now, just start editing the head.
01:37First, let's put a Symmetry modifier on here so that any changes we make to the
01:41eyelids on one side get mirrored over to the other.
01:44I just want to make sure that there are no problems with that symmetry, like
01:52accidentally welding more verts than it should have.
01:55So I want to go into Object Properties, and turn off See-Through so we can see
02:00what's going on here better.
02:01Okay, you see some weird things have happened when we put on symmetry.
02:04Let me just show you the difference here.
02:07So turning Symmetry on and off looks like it's welding more vertices than it should.
02:11So let's bring the Threshold down. Okay.
02:15It looks like that fixed all of our problems there.
02:18Now to fit the eyelids.
02:19The eyeball is kind of poking through the head right now, so let's make the
02:23eyeball see-through.
02:29This is going to make it easier to select the vertices on the eyelids. All right!
02:33Let's go down to Editable Poly and make sure we've got End Result turned on.
02:38Let's go in to Vertex mode and just start tweaking these things.
02:41So I am going to click on this and just hit Z to zoom in a little bit closer on it.
02:46Now, I could tweak these vertices individually, but Soft Selection is probably
02:50going to help us go a little bit faster.
02:52So let's turn on Soft Selection, and let's bring it way down;
02:55it looks like it was way too big.
02:58Something like that, something where the soft-select is kind of reaching
03:02maybe halfway around the eye is good for now.
03:04I am just going to pick individual vertices and push and pull it so that the
03:12brow and the eyelid isn't poking through the eyeball.
03:15It looks like there is a gap right here between the eyeball and the tear duct
03:25area, so we can close up that gap as well.
03:28It looks like we could bring this part forward a little bit.
03:31I just want to shape it around the sphere of that eyeball.
03:37All right! That's pretty close.
03:39It's good enough for now.
03:40I don't need to be super precise at this stage because I'll be messing things up
03:44a bit when I add more detail later.
03:46But getting that close now while the geometry is light will make it easier to
03:50get precise later when there are more polygons to work with.
03:53The next thing I want to do is add some more edge loops to help me form
03:57the shape a bit better.
03:58I am going to turn off Soft Selection, and let's go up to Edit and pick Swift Loop.
04:03Now you see there's some places, like right here on the top of the eye,
04:07there is one long edge where there's really no detail at all.
04:11So if we add some more edge loops, we can actually increase the amount of detail
04:14and make the curve of the eyelid a lot rounder.
04:17Also, here at the corners of the eyes we could get a lot tighter shape, like we
04:22could build a tighter corner into the corners of the eyes if we have more edges.
04:26There is no exact number of edges that you should add.
04:29It's really just about getting a sense for how much shape you need to add and
04:33how much geometry you'll need to hold that shape.
04:36If you find that you've added too many edges, it's easy to remove edge loops.
04:41So I am going to go into Edge mode, and let's make sure we are not in Swift Loop mode.
04:46So I am just going to hit W to go into Move mode. And so what you do is you pick
04:50one edge and then you Shift+Select an edge next to it, and that's actually going
04:55to select an entire Edge Loop.
04:57Now, to get rid of it, it's really easy:
04:59go up to the Loops menu, and then click Remove Loop.
05:03But I wanted to keep that loop, so I will just hit Ctrl+Z to bring it back.
05:07Now, it's time to tweak to get a more appealing eyelid shape.
05:10I just want to make the shape nice and clean, working out any weird kinks or angles.
05:16So I will go into Vertex mode and turn Soft Selection back on.
05:19Let me zoom in here a little bit closer.
05:24I want to work out some of these flat spots, like where I added in an edge loop.
05:28Now, you've got three vertices directly in a row,
05:31so that might create some flat spots.
05:32So let me just go and tweak the shape some more.
05:35I probably also want to bring in the vertices around the tear ducts in the
05:39corners of the eyes a little bit closer, because as it is, it's kind of round
05:43and soft, and I want a kind of a sharp corner to the tear ducts.
05:54I could go on for a long time, but you get the idea.
05:57I also need to add some edge loops that circle around the eye, so that I can
06:01define the brow and the eye bags a little bit.
06:03So let's go back into Edit and pick Swift Loop.
06:08Now, I can just add some edge loop to go around the eyeball and maybe up
06:14around the brow as well.
06:16Again, there's no exact number that I'm picking.
06:18It's really up to you and how much geometry you need to hold the detail that
06:22you want to create.
06:24Now that we've added some geometry, it's a really good time to go in and tweak.
06:28So I'll get out of Swift Loop mode, and let's go in and create a little bit more
06:32of a bag underneath the eyes.
06:34It looks like it's flattening out a little bit right here.
06:35So I am just going to zoom in and pick some of these vertices, and we'll go ahead
06:42and turn Soft Select back on,
06:44maybe drop the Falloff a little bit more.
06:46It looks like it's selecting a little bit more than we need at this point.
06:48You can just kind of pull out the bag underneath the eye.
06:54You could use Paint Deform at this point.
06:56Soft Select is working great for me right now.
06:59It's really just about how you like to work and getting the shapes that look
07:03appealing at this point.
07:04Something that can help you evaluate how the model looks at this point is
07:08turning on TurboSmooth.
07:09Let's go ahead and do that right now.
07:11Let me get out of our Text mode, and let's put on TurboSmooth.
07:17Also, let's turn off Edged Faces and zoom out and just evaluate.
07:24I like to do this a lot, just stepping back from the model and getting a sense
07:27of how everything is working together.
07:30If I was really going to make a finished model at this point, I could spend a
07:33long time getting everything shaped perfectly.
07:36I would spend probably several hours just tweaking vertices and making sure
07:40there were no kinks, or weird things happening in the model.
07:42But for the sake of this movie and not boring everybody with endless tweaking,
07:46I will end it here.
07:47Feel free to take as long as you need to get the model looking the way you like.
07:51The main idea here is to get the shape looking appealing and work out any weird lumpiness.
07:56You will want to work on the spacing of the vertices, so that there are not any
07:59harsh angles or overly stretched polygons and make sure that there's enough
08:04edges for animators to use for deformations.
08:07Finally, let's duplicate the eye.
08:09There is many ways you can do it, but one way that I like to use is with
08:13the Mirror modifier.
08:14So let's just click on that eyeball.
08:15I am going to go up to the modifiers and let's pick Mirror.
08:23Now, what I want to do is create a copy of the eyeball,
08:27so let's click on Copy. And you don't really see a new eyeball right now because
08:32it's sort of mirroring it right on top of the old one.
08:35Actually, to make this easier to see, let's go to the Object Properties and
08:38turn off See-Through.
08:40The next thing we need to do is to move the mirror axis to the center of the
08:44character so that it actually mirrors across to the other side.
08:48So let's go down to the Mirror Center and let's move this to the side.
08:52You can see as we move the mirror to center, the other eyeball is going to
08:55get mirrored across.
08:56In order to make it precise, let's go into the top view.
08:59So I am going to hit Alt+W and Alt+W again to go into the top view, and let's
09:05make sure we line this up with the center of the grid.
09:07So I am going to zoom out a little bit and turn on Snaps and then just move this
09:11till it snaps the center.
09:12Now, we know that the eyeballs are precisely even.
09:16Now let's lock in that mirror.
09:18I am going to convert the eyeballs to an editable poly object,
09:22so right-click Convert To > Editable Poly.
09:26It's still one object with two different elements,
09:29so if we go into Element mode, we can break one off.
09:32So one eyeball is already selected as a separate element, and I am just going to
09:37go down until I find Detach. All right!
09:39Detach right there. This is going to break it off into a separate object, and we
09:43can name it right here, and let's call it eyeRight and click OK.
09:47You can also change the name of the original eyeball.
09:52Up here it's originally called just Sphere001.
09:54Let's call it eyeLeft. And there is just one last thing to do. The second eye
10:00that we created still maintains the pivot point of the original eyeball.
10:06So let's get out of Element mode.
10:10We had Element mode on, so let's make sure we turn that off. And then I am just
10:14going to select on the second eyeball, and you see that its pivot point is right
10:17here at the first eyeball.
10:20So we'll go up to Hierarchy > Affect Pivot Only > Center to Object.
10:24We will turn off Affect Pivot Only, and we are done. And let's just go back to
10:29our Perspective view and check out the great work we did in this video.
10:34With attention to detail, patience, and a lot of tweaking, the eyes that you
10:38model can truly show personality and emotion.
10:41The great thing about this method is that it's easy to adapt to almost all
10:46cartoony and realistic eyes;
10:47just line up your model with whatever reference you're using and then keep
10:51tweaking until it looks right.
Collapse this transcript
Building the nose
00:00Noses come in all shapes, sizes, and levels of complexity, especially cartoony noses.
00:07In this movie, we'll show you how to get a basic structure for an average nose.
00:11Most of the work on the nose is already done for us.
00:14We built the main mass of the nose in the face movie.
00:17Also, some extra edge loops have already been created on the nose when they were
00:21added for the eyes and the mouth.
00:22From here, we just need to tighten up a few creases and add the nostrils.
00:26Let's make sure we've got Symmetry turned on, as well as the TurboSmooth.
00:30I am going to add a symmetry, and let's make sure we're not getting any
00:34threshold problems.
00:35It looks like I need to tern this down a bit.
00:38About 0.4 or 0.5 should work good. And now let's put on a TurboSmooth.
00:43I'm going to turn on Isoline Display to make it easier to see everything.
00:49Let's go back down to Editable Poly and turn on Show end result.
00:52Also, I'm going to make this not see-through anymore.
00:56It's just kind of hard to see now. It's kind of a jumble.
00:58Let's see this full screen and just kind of evaluate what's happening.
01:05So the nose right now is kind of soft.
01:07I'd like to have a crease that kind of separates the nose from the face a little bit more.
01:12So let's go ahead and add that in.
01:13Let's go up to Edit > Swift Loop.
01:18I am just going to add in another edge loop here.
01:21Now I'm going to go in and tweak some of these vertices so that this new
01:25geometry that we've created kind of creates a little depression on the side of the nose.
01:28It looks like I need to turn off Snaps because it was causing a problem.
01:39And maybe I'll pull some of these vertices out a little bit, just kind of make the
01:43nose bulge a little bit.
01:44Now, we've got this depression on the side of the nose, but let's say we want to
01:50make a crease that's a little bit tighter.
01:51What I can do is one of two things.
01:54I can push some of the existing edges closer to the depression,
01:58so the closer I get these edges here to the depression, the tighter the crease
02:03is going to form here.
02:05This can work, but it forces me to stretch out a lot of polygons in a way that
02:09doesn't work so well.
02:10All these polygons right here are really stretched out, and then they are really
02:14tight together here.
02:15So let me just undo this.
02:17I'm going to add some more edge loops on either side of the depression.
02:21After tweaking, it's really going to look more like a crease than a
02:24simple indentation.
02:26So back up to Swift Loop, and let's get a better view on this. Okay.
02:32I just want to add maybe a loop here and then maybe another loop here.
02:41So now, that crease is looking much more like an actual crease that's separating
02:45the nose from the face than just a simple depression.
02:48Now, I'm just going to tweak things to make them look just a little bit cleaner,
02:52say, for example, like some of these up here got a little too close together.
02:56The threshold on the symmetry was actually forcing them to get welded together.
02:59So if you'll space them apart a little bit where you don't need a crease, like on
03:03the top of the nose, then things are going to look a little bit better.
03:10We can actually make that crease look a little bit sharper if we select some of
03:15these vertices on either side of it and kind of pull them away from the crease.
03:20There, you notice how it's, like, kind of bulging out, making that crease feel deeper.
03:24We could also select some of the vertices down inside that crease and push them
03:29in a little bit more. We can intensify things too.
03:32It looks like we're getting a little bit of that trouble with the Weld
03:36Threshold down here as well,
03:38so I'm just going to move things. Actually, what I might do is go and take that
03:42Threshold and just move it down, so that it gets rid of that problem.
03:45Now, it's going to be easier to see what I'm doing. Okay.
03:54So I can spend a long time tweaking that to make it look just right, but I'm
03:58sure you get the idea. You just really want to smooth things out, make sure there are not any weird
04:03creases or crinkles or strange things happening.
04:06Now, for the nostril. This will be easy since we've already practiced with all
04:10the same techniques we're about to use.
04:11I want to extrude some faces inward to form the nostril on the underside of the nose.
04:17Let's go into Polygon mode.
04:19Now, let's see, which polygon should I extrude upwards?
04:23I could use this one right here, but it's a little bit too close to the front of the nose.
04:28It would start the nostril too far forward.
04:30Let me add an edge loop around here so that the faces I extrude are more
04:34centered underneath the nose.
04:39So I'll just go to Swift Loop, and let's add another edge loop for right about here.
04:49All right! Maybe I'll pick this face as well.
04:51Let's see what happens if I grab maybe all four of these right here. And we'll
04:56go down to Extrude.
04:58Wrong direction. Okay, that's cool.
05:07So it's looking a little rough and blocky.
05:09Let's use Paint Deform to get that looking a little bit more smooth.
05:12So I'll just right-click to get out of the Extrude mode and lock in that
05:17change. And let's get out of Polygon mode and go up to Freeform > Paint
05:23Deform > Relax/Soften.
05:26Let's bring the Size down to something more manageable, and the Strength down
05:34too. And just simply brush and a lot of that weird blockiness just kind of goes away.
05:47Now, you notice one thing happened:
05:49I was using that a little close to the center line and actually caused some of
05:53those vertices there to stretch and pull apart.
05:55So I could fix those manually, or I could just undo and make sure I don't take
05:58it too close to that centerline. All right!
06:00Let's take a step back and see what it looks like.
06:06I'll turn off Edged Faces. And of course there is still some more tweaking we
06:13could do to work out the shape of this.
06:15I might want to relax that some more.
06:16It's kind of looking a little bit blocky.
06:18You can see kind of some edges and some strange corners going on.
06:23But those fixes will just come with tweaking.
06:26Although I've demonstrated how to make a cartoony nose in this movie, modeling a
06:30realistic nose is very similar.
06:32The main difference is that for a realistic nose, you would spend more time
06:35refining the shape and tweaking it to be anatomically correct.
06:39However, the edge flow I show here should work fine with little, if
06:43any, adjustment.
Collapse this transcript
Crafting the ears
00:00Most human ears are almost identical in the real world, but when it comes to
00:05cartoony stylization, the ears are one of the most varied parts of the body.
00:09They can be complex and detailed, or they can be nothing more than simple nubs
00:13that stick out from the head, or they might be done away with altogether.
00:17This video will show you one way to make a middle-ground ear--one that's pretty
00:22common in cartoony animation.
00:24After learning these techniques, you should be able to modify them to make
00:27almost any kind of ear you want.
00:28I want to start out making the ear as a separate object that I'll then combine
00:33to the head when it's done.
00:34Let's start out making a box, and we'll position it over the ear in the reference.
00:38Let's go up to the Create panel and click Box.
00:41I'll just click and drag in the front view and click again once we got a nice
00:46size of that box and then right-click to lock it in.
00:49Let's use Rotate and Move to get this looking a little bit more lined up
00:53with the reference.
00:54It's kind of got an angle to it.
00:56I'll use the Move tool here.
00:58Let's move it into place. All right!
01:00That's pretty close. One thing I want to do is turn on Edged Faces,
01:04so I'm just going to right-click here and click Edged Faces.
01:10It's going to make it easier to see what we're doing.
01:12So we've already got an opening in the head,
01:15so let's make an opening in the ear so both of them can connect together.
01:18I am going to convert this box to an editable polygon.
01:24Now, let's go ahead and make a little bit of a stalk that's going to connect
01:30the ear to the head.
01:31So I'm going to select this polygon right here and extrude it out once.
01:35It looks like it's a little bit unwieldy.
01:42It's kind of hard to get a nice graceful extrude off of that,
01:46so let me just undo that and use the Settings here.
01:49Let's kind of dial this back to something that's more manageable.
01:53I will just hit R to go into Scale mode and just kind of shrink it a little bit too.
01:57Actually, let me lock that in first, and then I'll shrink it. All right!
02:03Then I'll just hit Delete to get rid of that.
02:05So now we've got an opening in the ear.
02:08Now, to put some detail in the ear.
02:09Let's select the big front-facing polygon and use Insets to give it some more geometry.
02:15So we're already in Polygon mode.
02:17I'll select that one right there, and let's go to Inset with Settings.
02:21It's a little bit crazy right now,
02:23so let's just dial this back, set it to 0, and just slowly bring it up a little bit more.
02:28All right! That's pretty good.
02:30I'll apply and continue, do that one more time.
02:32Looks like it did it too much there. All right!
02:38I'll hit OK to lock that in.
02:40So now we've got some more geometry that will give us some vertices and
02:43polygons to play with, to make the shape of the inner ear a lot better.
02:46Let's extrude some of these polygons inward, so we get kind of a C shape in the ear.
02:50I'm going to go to Move mode and just Ctrl+Click some of these polygons so that
02:55we can extrude them inwards.
02:57Let's go use the Extrude with Settings and set this to a negative number, because
03:01we want kind of an indentation right here. All right!
03:05That looks good. Let's lock that in.
03:07Now, I want to see what this looks like with a TurboSmooth on it.
03:11Let's get out of Polygon mode and then add a TurboSmooth to the stack. All right!
03:20That looks pretty interesting.
03:26With the TurboSmooth on, let's go back to Editable Poly and just modify the
03:30shape of this a little bit.
03:31It's looking a little mechanical, a little cold,
03:34so let's put a little bit more interesting shape into it and make sure we
03:37turn on End Result.
03:38I just want to tweak some of these vertices.
03:41So let's make sure we're in Vertex mode, and I'll just select some of these and
03:45tweak the shape around a bit.
03:56I also might want to use some paint deformation to get the shape looking a
03:59little bit smoother.
04:00So I'll go to Freeform > Paint Deform, and I'll turn on Relax and just kind of
04:06work out any weird things that might be happening here.
04:09Okay, let's get this ear attached to the head.
04:12In order to do that, we need to make sure that the opening in the ear has the
04:15same number of edges as the opening in the head.
04:18Now, with the TurboSmooth the ear has eight edges around the opening.
04:22I know that head also has eight edges, but let's lock in the TurboSmooth to make
04:28sure those eight edges stay on the ear.
04:29So I'll just right-click on it and Convert To > Editable Poly.
04:34To make the head and the ear one object, we need to attach them,
04:39so let's click on the head and go down to Attach.
04:43Just click Attach and then any other objects that we select will get added
04:49to the head object.
04:50Now, the ear is part of the head, and we'll just right-click to lock that in.
04:54Now, let's sew up the gap between them.
04:56It's kind of hard to see what this jumble of lines everywhere, so let's make
05:00sure we turn off See-Through.
05:03Now, we need to close up the gap between the ear and the head,
05:06so let's go into Vertex mode.
05:10In order to close up the gap, let's use Target Weld.
05:14Simply click Target Weld and then click and drag from one vertex to another, and
05:18it automatically snaps the first vertex to the second.
05:21I'm just going to go through the whole gap here and just keep doing that.
05:26Let's go into full screen here, so we can see more up close what we're doing.
05:39It looks like there is just one more to do. Okay, great!
05:44Now that the surface is welded and shut, you can go in and tweak things to
05:48make it look better, or use Paint Deform to clean up any weird kinks that there
05:51might be in the mesh.
05:53But there is the ear sewn together. That's all done.
05:56When doing cartoony modeling, you'll often find that the simplest and easiest
06:00approach is the best.
06:01Making this ear is bare-bones basic,
06:03but it gives a good toony result that can be modified into lots of different
06:07ear shapes.
Collapse this transcript
Making the teeth and gums
00:00Making teeth is a good opportunity to learn about the power of instances.
00:04Instances are when you make copies of an object and then any changes that you
00:09make to either the original or the copies happens to all of them.
00:12There are also just a bunch of little modeling tips and tricks sprinkled
00:16throughout this movie that will help you in all kinds of ways, not just when
00:19modeling these specific body parts.
00:21First thing I want to do is hide the eyes and the head, just to get them out of
00:25the way so they are not bothering me while I am trying to make the teeth.
00:27Go ahead and select them all and go to Object Properties and click Hide and hit OK.
00:33Let's start by making a base for the gums.
00:36I am going to go up to the Create panel and create a tube.
00:39I want to create this tube right at the center, so let me hit S to turn on Snaps.
00:45Now, when I create this it's going to make it right at the center, and I will
00:49just make a rough shape, kind of like this.
00:50It doesn't have to be exact.
00:52Snaps is still on, and so it's making the height snap either really high or really low.
00:57So I am just going to hit S again to turn that off and just make something
01:00that's roughly about this shape.
01:01So I will just click once more and then right-click to lock that in.
01:05From this polygon tube, I will be creating the gums and extracting the teeth.
01:09First, let's turn on Edged Faces so we can see exactly what we're doing, and
01:14let me go to the Modifier and make sure the settings are exactly the way I want.
01:19I want the Sides to be 20.
01:21By default, it might be 18. Go ahead and change that to 20.
01:24Also, the Height segments might be 5 by default. Go ahead and change that to 1.
01:28In order to keep modifying this, I need to make it an editable poly,
01:31so go ahead and right-click on it. Go to Convert To > Editable Poly.
01:35Let's delete some of the polygons that we don't need.
01:38So go into Polygon mode.
01:39I am just going to rotate this round, so I can see this better.
01:42I want to select all of these on the back side and delete them.
01:46I also don't need any of the polygons that are underneath.
01:49If I just click one and then Shift+Click one next to it,
01:52I'll get entire row of polygons, and just go ahead and delete those.
01:57Now it's easy to make a tooth based on the gums.
02:00Let's look at this from the top view.
02:02Select one of these polygons here at the back, and we are going to separate it
02:06out into a separate object by going in the Move mode and then Shift+Moving it up a little bit.
02:12This breaks it out as a separate object.
02:14Make sure Clone to Objects is turned on, and we will just name this tooth.
02:18I want to work with that tooth now,
02:21so let's get out of Polygon mode for the gums and go ahead and click on the tooth.
02:25I also want to make it white, so that's easy to see it separate from the gums,
02:28so go ahead and click on this box up here.
02:31It might be a different color on your computer, but we just want to change that to white.
02:36Now, we need to give the tooth some size.
02:38Go in to its Polygon mode and just simply extrude upwards, and right-click to lock it in.
02:47Okay, let's get out of Polygon mode.
02:51Notice that the pivot point is still right in the center of the grid.
02:55That's very important, because we are going to make instances of this tooth that
02:58are rotated around the z axis.
03:01In order to create those instances, let's go up to the Tools menu and click Array.
03:06Let's move this off to the side, so we can see both things at once.
03:10Now this panel looks kind of intimidating, like the instrument panel of a jumbo
03:14jet, but it is really not so bad.
03:16Down here we can select what type of object we want to make.
03:19It's by default set to Instance. That's good.
03:21That's what we want.
03:22Also, by default it's set to 10.
03:24We want 10 teeth, so that's good.
03:26So what we want to do is rotate around the z axis.
03:30So it's kind of like a grid up here.
03:33You see Rotate, so it's the second row, and then Z is the third column.
03:36So right here is the numbers that we want to play with.
03:40Now I've already set it to -18, because I've figured out 360 divide divided by 20 is 18.
03:47So let me just set that back to 0, like you're likely to see by default, and I
03:51also want to turn on Preview
03:52so we can see what the result is going to be before we lock it in.
03:56Now let's see what happens as we scroll this slider right here.
04:00All of those instances fan out around the z axis, depending on how many degrees I
04:05input into this box.
04:07So it looks like -18 is exactly what we want. Go ahead and click OK.
04:11Now let's start adding some shape to the teeth.
04:13These are going to be simple cartoony teeth, but if you want realistic teeth,
04:17it's really the same approach.
04:19You just have to keep adding detail and tweaking it for anatomical accuracy.
04:23Let's put a TurboSmooth on this to make it all nice and round.
04:29Let's go back to Editable Poly, so we can add some more edge loops to give it some shape.
04:33I am going to turn on Show End Result, so we can see what it looks like
04:36smoothed. And let's just zoom in on one of these teeth here.
04:39I want to insert some edge loops, so I will go up to Edit and Swift Loop.
04:44Now let's add a loop.
04:46It's kind of hard to see, because it doesn't show you where the original edges
04:49were, but you can kind of guestimate by looking at where the new loop is
04:52going to get inserted at.
04:53I just want to add some more edge loops because that's going to help add some
04:56harder edges to the shape of these cartoony teeth.
04:58I will just add another edge here and another one here. All right!
05:04And I just lock that in by right-clicking.
05:06Let's go to Polygon mode.
05:08I just want to edit the shape of these teeth just a little bit.
05:11I will just click this one polygon here in the middle and just lift it up a
05:15little bit. It kind of rounds out the shape a bit. All right!
05:19Looking pretty good.
05:21Now to work on the gums.
05:22I want to create kind of a wavy shape, kind of an undulation where the gums
05:26raise up in between the teeth and then sink down in the middle of each tooth,
05:30so let's give it some more geometry that we can do that.
05:33I could go in and add edge loops by hand, but let's put a TurboSmooth on that
05:38and let Max do it for us.
05:41So one TurboSmooth, and then what we can do is go to Convert to > Editable Poly.
05:46That will lock in all those extra subdivisions we just created.
05:49Now, I want to select every other edge loop along these gums and move it upwards.
05:54Go into Edge mode and then let me hit Q to go into Select mode.
05:59Now I want to select every other edge loop, so that I can move it upwards to form
06:04some gum shape in between each tooth.
06:07So select one edge and then Shift+Select an edge right next to it.
06:11That will select the entire edge loop.
06:12Then Ctrl+Click this next edge here and then Shift+Click the one next to it.
06:17Go ahead and keep doing that all the way around:
06:19Ctrl+Click to add to the selection and then Shift+Click to select the whole edge loop.
06:29Now, if we go into Move mode and pull this up, well, we might not actually want
06:33that jagged edge on the bottom, so let me undo that and then deselect some of
06:39these edges along the bottom.
06:40So I am going to hold down Alt to deselect and then just drag across the entire base here.
06:47Now when I move them up I only get the part on the top of the gum and not the bottom.
06:55Okay, another thing I want to do is expand the size of the gums a little bit,
06:59so let's get out of Edge mode and go put a Push Modifier on.
07:08What the Push Modifier is going to do is expand the shape of the object
07:12out in all directions.
07:13That looks like it might be about right.
07:15I also want to put another TurboSmooth on to see what this looks like when it
07:19gets all smoothed out.
07:20Let's turn on Isoline Display, set the Iterations to 2.
07:27Let's have a look all the way around.
07:28Yeah, that's looking pretty good.
07:31Now let's link the teeth to the gums.
07:33This will make it so that moving the gums will make all the teeth move along for the ride.
07:38Let's select all the teeth.
07:40So I am just going to get into view where I can select the teeth
07:42without selecting the gums.
07:45Now, I want to click the Link button up here.
07:48If I click and drag from the teeth to the gums, it makes the teeth be
07:53connected to the gums.
07:56What that means now is if I move the gums, the teeth are going to go along with it.
08:00Okay, so that's done.
08:02Now, let's make an upper set of teeth and gums.
08:05Let's select everything, the teeth and the gums, and go into Rotate mode.
08:08Now, let's just rotate this around.
08:11Actually, let me undo that.
08:12If you hold down Shift while you rotate, it will make a duplicate of everything.
08:18So let's get around to exactly 180.
08:20Now, it wants to know if you want to make a copy or an instance.
08:25Let's go ahead and make an instance, so that changing any of the bottom teeth
08:28will change the top teeth as well.
08:30Now, go onto Move mode and select these upper gums and move them up a little
08:37bit, so we get the teeth nice and together.
08:40Okay, now we need to bring back the head that we had hidden earlier.
08:44We can just right-click anywhere and click Unhide All.
08:48Let's zoom out to see where that is.
08:51Okay, so these teeth are maybe a little on the big side.
08:54Go ahead and Ctrl+Click both gums, and we'll hit R to go into Scale mode, and
08:59we'll just scale those down.
09:01We will move them up as well.
09:09Let's see, it looks like I need to move them back too.
09:11I hit Z to zoom in.
09:14Still maybe a little big. All right!
09:27Pretty good! This method of making teeth works really well for clean regular cartoony teeth,
09:33but it's also a solid foundation upon which to build realistic teeth.
09:37From here, all you do is tweak and add complexity to create different types of teeth.
09:42It would also be a good idea to get reference images of skulls and dental
09:46diagrams to help position everything.
09:48We also learned a lot about some cool modeling tricks that come in handy
09:52anytime you need a lot of objects to be the same as, or at least based on, a single object.
09:57Using Array and instancing will make your life a lot easier when you have many
10:02objects in your scenes.
Collapse this transcript
Modeling the tongue and eyebrows
00:00Now that we've got some of the heavy lifting out of the way, let's have a nice
00:04relaxing section where we can casually make some of the simplest parts of the
00:07character: the tongue and eyebrows.
00:10They are pretty much just tweaked-out boxes, so it's not much work to make them.
00:14This will also be a good review of some of the simple modeling techniques that
00:18come in handy when doing all kinds of other modeling work.
00:21Let's do the tongue first.
00:22I want to move the view back a little bit so I can see the grid.
00:28Let's start with making a box.
00:29I'll go to the Create palette and click Box.
00:32Let's turn on Snaps, so that we can get this snapped more precisely to the grid.
00:36I'll hit S. And I'll just drag out a box, so that it's equally spaced over the grid.
00:45And right-click to lock it in.
00:46I'll just hit S again to turn off Snaps, and let's turn on Edged Faces.
00:50I'm going to change some of the creation parameters on this box.
00:56I want a few more segments down the Width and the Length. Let's see, about
01:00three Length Segments. Let's get 4 Width.
01:03I'll just leave at 1 Height.
01:06Let's go ahead and convert this to an editable poly so we can make some changes to it.
01:10I want there to be kind of a groove or a crease down the middle of the tongue, so
01:14let's go into Vertex mode and just edit some of these vertices.
01:16I'll push some of these vertices down in the middle, and also let's bring in some
01:26vertices, and let's go into a different view.
01:29I want to go into the front view.
01:31And I want to bring some of these vertices that are here on either side of the
01:34center groove and bring them in a little bit,
01:36so I want to go in Scale mode and just scale on one axis.
01:40Okay, let's see what this looks like really quick with a TurboSmooth turned on.
01:43Okay, that's looking not too bad.
01:49Let's make the front of the tongue come to a little bit more about point. I'll go
01:53back to Editable Poly mode and let's make sure we turn on End Result, back to
01:58Vertex mode, and let's tweak some of this.
01:59I just want to move some of these vertices forward.
02:05All right, that's looking great!
02:13Let's lock in all of these changes by converting it back to an editable poly.
02:16Now I can just position this tongue inside the head.
02:21It's a little bit big right now, so let's just scale it down.
02:25As a reminder, scale is the R key. And back to Move, W key. And I'll zoom in with
02:35Z. All right, not too bad. And let's just change its color to something a little
02:48bit more tongue-like.
02:49All right, let's move on to the eyebrows.
02:55Let's go into the front view for that.
02:58Alt+W to expand that, and I want to be able to see the reference through the head
03:03model, so let's make the head see-through: Object Properties and See-Through.
03:09And let's go and create a box, and we'll drag it out pretty much to this roughly
03:14over the reference, where the eyebrow is.
03:17And I can't really see how much height it's dragging up in the box, so I'll
03:21just drag it up a little bit--I can always edit it later--and then right-click to lock it in.
03:25See what that looked like in some other view.
03:30Okay, yeah, it's a little bit back towards the back of the head. We'll just scoot that forward.
03:34Z to zoom in.
03:38Okay, let's change some of the creation parameters of that box. I want to change
03:41the number of segments that it gave us.
03:43So let's see, Length Segments, let's drop that to 1; Width, 3 is good; and Height, I
03:51like 3--that works too.
03:53Okay, let's convert this to an editable poly so we can make some more changes to it.
03:58And I'm going to go into the front view so I can see this better.
04:01I'll turn on Edged Faces, so I can see my polygons a little bit more easy,
04:08and we'll go into Vertex mode and just adjust some of these vertices around.
04:23Let's see what this looks like what TurboSmooth turned on.
04:25It's going to shrink a little bit; that's why I made it a little bit bigger.
04:29Okay, let's go back to Editable Poly and just make a few more changes.
04:34I'll turn on Show end result here.
04:41Okay, I could probably keep tweaking a little bit,
04:42but let's move on. I want to make sure that the eyebrow is properly
04:46positioned over the forehead.
04:49Here in the Perspective view I'm actually going to turn off See-Through on the head.
04:54The see-through is making a little bit hard to tell what's going on.
04:58Okay, so it looks like I might need to rotate this eyebrow to fit a little bit
05:01better to the forehead.
05:02Let's see that from above.
05:05So it looks like we need to rotate the eyebrow to fit it to the head a little
05:08bit better, but if we rotate the object it will throw off the pivot point and
05:12the symmetry won't work correctly.
05:14So what we need to do is rotate the polygons of the object without actually
05:19rotating the object itself.
05:20All right, let me explain.
05:21Let's go back to Editable Poly, and we'll go into Element mode.
05:26And now we're selecting all of the polygons of the object but not the object
05:30itself, so the pivot point is not going to move.
05:33Now we can go into Rotate mode and move all of the polygons, but the pivot
05:38points stays in the same place.
05:39Let's make sure I've got this positioned nicely.
05:42Okay, that looks pretty good.
05:43Now if I go out of Element mode, you can see that the rotation hasn't changed at all down here.
05:50If I go in and rotate now in Object mode, now you see that the rotation changes.
05:54So I'll just undo that.
05:55Now to put on the Symmetry modifier. And we need to move the mirror axis over a little bit,
06:04so let's go inhere and pick Mirror. I'll go into Move mode with W and just scoot this over.
06:10I'm going to go into top view and make sure that axis is locked to the center.
06:17Turn on Snaps, and I'll just move this till it snaps to the center.
06:20All right, turning off Snaps, and let's go back and see what this looks like.
06:25Hitting Z to zoom in.
06:30Okay, that looks pretty good.
06:32The last thing we want to do is collapse to an editable poly to lock in all of these
06:36changes and then we will detach the two eyebrows to make them separate objects.
06:40I'll go back into Element mode and select just one of these eyebrows.
06:48And let's go down to Detach. And let's just call this browRight. And then the
06:58other brow is selected by default. Let's change its name to browLeft.
07:06And we'll just get out of Element mode here and go back to the regular Object mode.
07:10It looks like there's just one little thing we need to change. The pivot point of this brow
07:15is still over here where the other brow is,
07:17so let's go up to Hierarchy and affect the pivot only and Center to Object and
07:24turn off Affect Pivot Only.
07:27There you have it: toony eyebrows.
07:30Even though this part was relatively simple, keep in mind that sometimes simple
07:34is better, especially for toony characters.
07:36We also practice some ways to work quickly with symmetry and swift loops
07:40and TurboSmooth.
Collapse this transcript
3. Modeling the Body
Modeling the upper body
00:00The shoulder area is a particularly tricky part of the anatomy to model because
00:05of the wide variety of movements that shoulders must be able to make.
00:08Shoulders can move, rotate, and twist in so many different ways that there is no
00:13one single topology that will work perfectly for all animation needs.
00:17The approach that we will take in this video is for an average setup that should
00:21work well for most character designs.
00:24As you get better at modeling, and as you work with setup artists, you should be
00:28able to adapt what you learn here to a variety of situations.
00:32Before getting into the body, let's do one thing: I am going to make the
00:35head objects frozen so that they don't get in the way of what I am doing with the body.
00:38I'm just going to select everything and right- click. Go to Object Properties and Freeze.
00:46The first thing I want to do with the body is establish the flow zone for
00:49the shoulder and chest.
00:51This part of the body has very specific ways that the muscles and joints move.
00:54We want the edge flow to complement those deformations.
00:57So let's take a better look at the reference.
01:00I am going to go out to the front view here.
01:06Looking at Hank, notice how there's a line underneath the pectoral muscles and
01:10it goes up to the division between the shoulder and the arm.
01:13This is a common feature in real humans as well.
01:16Start with a plane in the front view.
01:19So we'll go up to the Create palette and click Plane.
01:22I also want to make sure it snapped to the center.
01:23So I am going to hit S, turn that on, and we'll just draw this plane out, roughly
01:29over the chest, and right-click to lock that in.
01:32Let's go up and turn on Edged Faces so we can see better what's happening.
01:36So we want to get rid of some of these extra edges that were created,
01:39so let's go up to Modify and just set Length Segs to 1 and Width to 1 as well.
01:46Okay, let's convert this to an editable poly. And we can also turn off Snaps now.
01:52And I just want to tweak the vertices of this plane so it fits a little bit
01:55better over the chest.
01:56So let's go into our Multiple views and go into Vertex mode.
01:59I am going to zoom out here.
02:02I just want to move some of these verts so that they line up better with the
02:05reference, and I will just keep refining this.
02:17It doesn't have to be terribly precise at this point.
02:28Now we want to continue building off of this,
02:30so let's go into Edge mode and select this edge right here on the outside edge
02:35of this plane, and we'll Shift+Move it out. So this is basically going to
02:39extrude that edge so we get more geometry to work with. And let's just tweak this shape.
02:43I will go back into Vertex mode, and I want to make it go roughly from top of
02:47the clavicle and then, let's see, from, roughly from the top of the clavicle to the armpit.
02:58And we might want to tweak this from the front view a little bit too.
03:09Okay, let's do that same thing but move it again up to the top of the shoulder.
03:15So I am Shift+Moving up, and we'll just rotate this and tweak it into place.
03:24And I will keep making a few adjustments.
03:30Let's see, Perspective view might be easier to see what's going on here.
03:38Let's adjust some other things. All right!
03:44Let's do the same thing again.
03:46I am just going to keep extruding this back,
03:48now this time to the back of the shoulder.
03:50Shift and move it back.
04:03And this time I am going to make the object see-through because I want to be
04:06able to see what's going on in the backside of it. And click OK.
04:12It doesn't have to be terribly precise.
04:20We're going to be making major changes to this later, so just something basic to
04:24get it to blocked in.
04:27Let's do that extrude a couple of more times: holding down Shift and just move
04:32it down, and then lining it up with the reference.
04:48Now for one final extrude.
04:54I can use Scale here to make sure it flattens out. I can just scale it in one axis
04:58and that all gets straight. Okay.
05:08So there is the basic flow zone for the chest and shoulder.
05:11It's blocky and unrefined right now, but any edge loops that you add will
05:15automatically follow the right edge flow.
05:17So you don't have to do any tricky re-cutting or welding vertices or any
05:20of that kind of thing.
05:21This shape that we have right now is what's called a cowl, named after the piece
05:25of clothing that's kind of like a scarf that goes around your neck and hangs
05:28over your chest and shoulders.
05:30Let's continue building the upper body.
05:32We want to close off this ribcage area underneath the armpit.
05:35So what I will do is I will grab this edge right here--it kind of goes between
05:39the chest and the armpit--and we're just going to extrude that back.
05:43So holding down Shift and move. I will just move that back, and I'll just rotate
05:47it and move it into place. I'll just get it a little bit more down below the arm.
05:51And let's see if it lines up in this view too, just a little tweak. And let's just
05:57move that one more time.
06:00Shift and move and rotate.
06:02We'll use Target Weld to connect this piece to the back of the cowl.
06:12So let's go into Vertex mode and go find Target Weld.
06:16With that on, we'll just click and drag from one vertex to the one we want to
06:20weld it to. And right-click to lock it in.
06:25Now with the upper torso done, we have a hole right here from which we
06:28can extrude the arm.
06:29I just want to tweak this a little bit to get it looking a little bit more square.
06:36We can select this entire opening at once if we go into the Border Sub-Object mode.
06:43And now let's go in the front view and just Shift+Move this out and extrude
06:47it down to the wrist. I want to use Scale here just to get this a little bit flatter and also scale it
06:54down so it matches the size of the wrist better.
06:56Let's move this into place.
07:01Now we need to add some more subdivisions along the length of the arm for the
07:04elbow and the muscles and stuff like that.
07:06So let's go up into Graphite modeling tools and Edit and add a Swift Loop, right
07:11about here at the elbow. And then I will just go into Scale mode and kind of
07:16scale this so it's a little bit more flat, maybe make it a little bit larger.
07:21Let's move that over the elbow.
07:24Let's go back and select this loop around the wrist.
07:27What I want to do here is rotate a little bit.
07:30I want to rotate it for two reasons.
07:32There is a natural twist to the bones and muscles of the forearm when the palm
07:36is facing down like this.
07:38It's also so that the hole where the hand connects to the wrist is rectangular
07:43rather than diamond-shaped.
07:44So let's rotate this.
07:46I am going to go into Rotate mode with E and just twist this a little bit.
07:52The wrist is a little bit wider than it is tall, so I am going to scale that out a little bit.
07:56It will be easier to attach the hand when the wrist is at this angle.
08:01Now to do the lower torso. Let's go into Edge mode and select all the edges
08:05around the bottom of the torso that we've created.
08:08So I am just going to hold down Ctrl.
08:12Let me change this actually so it's not see-through anymore.
08:16It's kind of hard to see.
08:17Okay, we've got all those edges selected.
08:28I will just go into Move mode and Shift+Move down.
08:30I will bring them roughly down to the waist.
08:34I am actually going to go make it see-through again so we can see the reference
08:39through it and just tweak so it fits.
08:41Let's see what this looks like from Perspective view.
09:04Sometimes it's hard to tell from the front and side views what's going on.
09:07I want to just round out the shape a little bit more.
09:16Okay, and there is a rough block-out for the upper body.
09:19This approach to modeling a torso is a nice balance of simplicity and functionality.
09:23It can be used for most character designs, with little or no alteration.
09:27Even highly detailed anatomically correct bodies can be done this way.
09:32All you do is add more edge loops and tweak them to fit the anatomy.
09:35We'll work more on fleshing out the detail in the body in a later movie.
09:39For now, we have the flow zones established, so adding more edge loops will be a snap.
Collapse this transcript
Building the hips, legs, and feet
00:00The hips are another area that require special attention, because of the way the
00:04legs can move in complex ways.
00:06We'll be setting up a flow zone for the hips that follows major creasing
00:10and bending angles.
00:12Let's look at what it is we are trying to accomplish with the hips.
00:14I am going to zoom in here and hit Alt+W to go see the reference full screen.
00:19Notice the diagonal nature of the edge flow with the hips.
00:23This is because the legs rotate around the angle that goes from the crotch up to the hip.
00:28Creases also form along this line, so it's natural to put the edge flow in that direction.
00:32Let's go into the Perspective view.
00:34I will continue building from where we left off in the last video.
00:38Go ahead and select the edges at the waste and continue extruding them down to the hips.
00:43I'll hit Q to go into just Select mode, so we don't have that thing in our way.
00:53All right, I am just going to Shift+Move down to extrude these edges,
01:02and let's tweak the vertices to fit the reference better.
01:10So notice how I've got the edges lined up with crease that forms from the
01:14crotch that goes up to the hip.
01:15I also want to take a look at the back side.
01:17There is also going to be the same line that forms the crease underneath the
01:21buttocks, so I am actually going to make this line a little bit more horizontal here.
01:24I'll tweak this shape and make it a little bit nicer.
01:30Now on to the legs. We can't really extrude legs out of what we have right now,
01:35because there's no divider in the crotch that would separate the two limbs.
01:39Let's make some new edge loops so that we have a place to build the crotch.
01:42I'm going to get out of Vertex mode, and let's go up to Graphite Modeling Tools >
01:48Edit and get Swift Loop.
01:49And I just want to create a new loop, kind of up the middle of the chest, down
01:56to the crotch on the front side and then also on the backside, and then kind of down the spine.
02:04Now let's use the Bridge tool to make a new polygon across this gap.
02:07Let's go into Edge mode here, and I'll hit W to get out of Swift Loop mode, and
02:15let's just select these two edges down here along the crotch.
02:21And let's go up to Edges and Bridge.
02:23All right, it just created a nice new polygon right there in between.
02:26I want the crotch to bend downward as it goes back, so I'll add a loop in the
02:31middle and tweak it.
02:32So go back up to Edit > Swift loop, and we'll just put a loop roughly here in the middle.
02:39And we'll go into Move and just scoot it down, so we get a nice little bend in
02:43the middle of the crotch. Great.
02:45Now there's a place from which we can extrude the leg.
02:47Let's go into Border mode and select this open edge here.
02:50I am going to go into the Front view and just hold Shift as I move this down, to
02:54extrude down to the knee.
02:57I want to get rid of this angle, so let's go into Scale mode and I am just going
03:00to scale this down to flatten it.
03:01Let's make sure it lines up in the different views.
03:06Okay, looking pretty decent.
03:15Now let's extrude once more down to the ankle.
03:22And I'll just scale it a little bit more to fit it to the reference.
03:24Now I am going to extrude once more down to the bottom of the foot. And I'll use
03:40scale here to flatten it out.
03:41So it might have a little bit of an angle to it still.
03:44I am just going to make it totally flat.
03:46Let's see the bottom of the foot here from Perspective view.
03:48Okay, so it's open. We need to fill this.
03:51So let's go up to Geometry (All) > Cap Poly.
03:55Now we just filled in that whole at the bottom.
03:57Let's finish up the foot by extruding the front-most polygon.
04:00I am going to go into Polygon mode, and let's go ahead and pick this polygon
04:09right here, and we'll just extrude it forward.
04:11All right, let's just tweak this shape.
04:20It's looking a little bit weird.
04:22I'll just select a few vertices and shape this so it looks a little more like a foot.
04:27Okay, it's pretty blocky, but we are going to be doing much more refining in later movies.
04:40The important thing is that we've got the flow zones nailed down at this point,
04:44so adding more edge loops in the future is going to be a breeze.
04:48Again, this method is ideal for the majority of character designs, but it may
04:52need to be simplified or augmented for more extreme needs.
04:56By understanding how the edge flow of the hips relates to the anatomical
05:00structure, you can also better create all kinds of limbs on fantasy creatures or
05:05any other type of design.
Collapse this transcript
Constructing the palm and thumb
00:00Hands are widely regarded as one of the most complex anatomical structures for the artist.
00:06The following steps, however, show you how to simplify it and focus on the most
00:09important shapes first.
00:11Many modelers struggle for days to make good hands because they don't establish
00:15a solid base structure.
00:17This video will show you how to start off right, so that the details have a good foundation.
00:22Let's start making the hand with a new object, rather than building off of the arm.
00:27You could extrude from the arm, but my preference is to start it separately,
00:31because I can insert edge loops without worrying about those loops shooting down
00:35the arm and body without my control.
00:37I find it easier to make the hand first and then think about how I'm going to
00:40attach it to the body.
00:42Let's freeze the body so it stays out of the way for now. Right-click, Object
00:47Properties, and Freeze.
00:51Let's start off by making a box and positioning it over the palm in
00:54the reference image.
00:55Let's go to Create > Box.
00:58I am just going to click and drag the box roughly over the palm and then look
01:04at the size--we can reposition that later-- and click again and right-click to lock it in.
01:10Let's make sure that we can see all our edged faces.
01:14So I am actually going to change this up here, all of these, to edged faces and
01:21set it to Shaded. Same thing here, okay, Shaded, Edged Faces, good.
01:26Then I am also going to change the Perspective view to Shaded instead of Realistic.
01:34Okay, let's go and change some of the parameters of this box.
01:37It's got a few too many edge loops to begin with.
01:40So I'll click on it and go to Width Segments.
01:42I am going to change that to just 1 and also 1 Height Segment.
01:44It looks like I might need to move this box over a little bit in the right-hand view.
01:51Let's move this over here.
01:52Okay, that's pretty well lined up.
01:56One thing I want to do is make a wrist.
01:58We've got the palm right now, but I want to create a little extra edge loop
02:02for the wrist. So let's convert this to an editable poly so we can make those changes.
02:06I am going to select the polygon that's closest to the wrist and we'll
02:11just extrude it out.
02:12And I am actually going to hit Delete because we want to have an open edge to be
02:22able to connect it to the wrist later.
02:26I'm actually going to go into Vertex and scoot some of these vertices a little
02:29bit closer up here.
02:31Okay, now we want to insert some edge loops into this box so that we can start
02:35giving it some shape.
02:36Let's get out of Vertex mode, and I want to go and get the Swift Loop tool.
02:44And what I want to do is make a loop that goes around the palm. And it's going to
02:49kind of form that crease that happens when you bend your fingers and the top
02:54part of the palm bends along with the fingers.
02:56So let's make a loop there, and I also want to make a loop down the length of the palm.
03:00Let's kind of divide the palm into the half where the thumb is and the half
03:04where the thumb is not, and just right-click to lock that in.
03:09Something else I want to do is delete these polygons at the tip.
03:13This will leave an opening where we can put the fingers in later.
03:17And right now the hand is looking a little too thick.
03:20Let's just widen it out a little bit.
03:22I am just going to select some of these polygons and move them around. Maybe
03:26scoot these down too.
03:27Okay. Now to make the thumb. We are going to make the thumb coming out of this
03:43side of the hand, but one common mistake that a lot of people make is to extrude
03:48the thumb directly out of the side of the palm, out of this polygon right here.
03:53However, if you take a look at your own hand and move your thumb around, you
03:56will see that about a third of your palm is really the base of your thumb joint.
04:01So let's include that part of the palm in the thumb when we extrude it.
04:05So I am going to Shift+Select this polygon here as well, and let's go down to Extrude.
04:16Okay, and now we can just tweak this. We'll use Move and Rotate and Scale to
04:20make something that gets a little bit narrower at the tip. And let's scoot it
04:26forward a little bit, so it kind of has an angle to it.
04:29I might use Rotate at this point.
04:30I think I might need to tweak some individual vertices as well. And I'll keep
04:45making a few adjustments.
04:46I am going to tweak this a little bit more.
04:54Let's see if I can get this a little bit rounder, go into Edge mode and scale
05:11some of these edges down. And let's try moving a few more vertices. I'm just
05:28tweaking it to make it line up with the reference better.
05:30I am going to go ahead in full screen mode and show just one more adjustment I want to make.
05:38There is an edge at the very tip of the thumb that I want to remove and re-cut
05:42at a different angle.
05:43This is because one poly here is going to be the top of the thumb.
05:47I am going to go full screen in Perspective view.
05:50There is one extra adjustment I want to make.
05:52The top of the thumb is going to be out of this polygon right here, but there is
05:57this edge right here at the tip of the thumb,
05:59it's kind of going at this angle that's not very complementary to that.
06:03If I have an edge actually going at this angle, it's going to be more parallel
06:08with the angle of the top of the thumb.
06:10So what I am going to do is go into Edge mode and pick this edge right here and delete it.
06:15Now I can go into Border Edge mode, and let's go up to Geometry and Cap Poly.
06:22All I want to do is cut a new edge that goes in this angle.
06:26I will going to go up to Edit > Cut, and we'll just click from this vertex down
06:37to this one and right-click to lock it in.
06:44It's not really a big deal, but it helps me visualize how the model relates to
06:47the anatomy at this early stage of the modeling.
06:50So let's just take a look all the way around the hand to see what we've got.
06:56I might just want to make one little change right here.
06:58There is this one vertex, and I just want to scoot if forward a little bit so we
07:02don't have a weird depression there at the base of the thumb.
07:06So that's the basic edge flow for a hand.
07:09Adding joints and details will be easy because the underlying edge flow has
07:12been established.
Collapse this transcript
Making fingers and finishing the hand
00:00The fingers are a fun chance to do some stylization on toony characters.
00:05It's also a good way to learn some timesaving techniques, by modeling just one
00:09finger and then copying it for the rest.
00:11Let's start out by freezing the hand so that it doesn't get in the way of
00:14the fingers for now.
00:15I am just going to select it, right- click, Object Properties, and Freeze.
00:22Let's start by making just one finger.
00:24Then we'll duplicate it.
00:25This is going to save time, so that we only really have to work on one finger.
00:28Let's make a box and drag it over the reference and right-click to lock it in.
00:37Let's look at this in the Perspective view.
00:39I am just going to hit Z to zoom in.
00:41We want to convert this to an editable poly so we can make some changes to it.
00:45Let's go into Polygon mode.
00:47I want to delete this face here that's closest to the palm so that we can
00:52connect it to the hand later.
00:53I'm also going to put a TurboSmooth on this, just to make it easier to see what
00:57this is eventually going to look like.
00:59So let's get out of Polygon mode and go put on a TurboSmooth.
01:06Let's give it Isoline Display and two iterations.
01:10This is a good opportunity to see the effect that smoothing has on
01:13different types of topology.
01:15Notice how the finger is tapering a lot at the tip of the finger.
01:18This is because there's just one edge running the entire length of the finger right now.
01:23As I add Edge Loops to define the knuckles, watch what happens.
01:27So I am going to go back to Editable Poly, and let's turn on Show End Result, and
01:32let's just go up to Edit > Swift Loop.
01:37So now watch what happens as I make some new edge loops for the knuckles.
01:44Adding more detail to the low-res mesh restrains the effect of the smooth.
01:49For this character, I want him to have stubby flat fingertips.
01:52I can do this by placing a final edge loop very close to the tip of the finger.
01:59This kind of edge loop is known as a holding edge.
02:02You can use it whenever you want a corner to be slightly rounded but mostly sharp.
02:07It's useful for making bevels.
02:09Most corners in the real world have at least a very slight roundness to them.
02:13Placing an edge loop close to a corner like this and then using TurboSmooth is a
02:17great way to replicate such corners in 3D.
02:20The closer the holding edge is to the corner edge, the tighter the bevel.
02:25We can actually see that effect in real time.
02:28If we go into Vertex mode--I am just going to rotate this so we see it more easily--
02:33I am going to go into Move mode, and just watch what happens as we move this
02:37holding edge closer to that corner.
02:39We get a tighter bevel--there's really close-- or a little looser one if it's farther away.
02:46Let's go ahead and add one more edge loop to the base of the finger.
02:53The surface doesn't change at all here because the model is already open at this side.
02:58There's no polygon at the base for the TurboSmooth to curve towards.
03:02Now, let's make the other fingers.
03:04I am going to go into Move mode, and I'll just hold down Shift while I move this finger over.
03:09Actually, at first, I am going to move the whole finger a little bit more
03:14towards the end of the palm.
03:15Then I will hold down Shift as I move it.
03:17Now it is asking me what type of copy I want to make.
03:22I am going to make little bits of changes to each individual finger, so I don't
03:26want it to be an instance, because changing one would change all of them.
03:30So I'll just leave it on Copy, and let's do that one more time.
03:37Now let's unfreeze the hand and get the fingers attached to it.
03:41Go ahead and click anywhere you want and then go up to Unfreeze All.
03:45Before we move on, let's delete the TurboSmooth from the fingers.
03:49TurboSmooth will cause problems if you attach an object that doesn't have
03:53TurboSmooth to an object that does.
04:02Let's see if the size of the palm is roughly about the size of the fingers.
04:07Okay, yeah. It looks pretty good all the way around. There might be a little bit of
04:09adjustments that we need to make, but it's not too far off.
04:13Let's select the hand.
04:14It looks like I moved it a little bit.
04:15I am just going to hit Ctrl+Z to undo that.
04:17Now what we want to do is go down to Attach, and now we can just select each
04:22finger, click once, twice, three times and right-click to lock it in.
04:27We need to create some edge loops on the hand so that the fingers have
04:31somewhere to connect to.
04:32I am going to use Swift Loop to make two more edges down the back of the hand
04:36and one more down the palm.
04:38Let's go into Edit > Swift Loop.
04:42Let's see, about one right here that will go in between the middle and index
04:46finger and then one right here between the pinky and the middle finger.
04:51Let's see. On the palm side--
04:53Let's see. I think I am going to scoot this vertex over to here, so I'll just add one more
04:58edge right here and right-click to lock it in.
05:01Go into Vertex mode so I can make that change I was talking about.
05:04There, now this vertex could be welded to these up here on the finger.
05:09Now, it's time to weld these verts.
05:11I am going to hit Alt+W so I can see this more clearly.
05:14I am going to use Target Weld.
05:19So I will just simply click and drag from a vertex that you want to weld and
05:23then the vertex that you want to weld it to.
05:28Okay, let's put a TurboSmooth on to see what it's going to look like.
05:31I am going to get out of Vertex mode.
05:34A lot of times TurboSmooth can help you spot problems.
05:41For example, if two verts didn't weld properly but still happen to be on top of
05:46each other, you might be able to see it now.
05:48If that's a problem, TurboSmooth will make a hole in the model, and you will see a gap.
05:53Looks like everything's okay here.
05:54I am just going to make a few more edits before I call this hand done for now.
05:59Let's add a few more edges around the thumb.
06:04Right now there are not enough edges to hold any movement that this thumb would make,
06:08so I need to add some more loops to hold those joints.
06:10Let's go back down to Editable Poly, and I am just going to insert some more
06:16loops with Swift Loop. And right-click to lock it in.
06:25Finally, I'll space the fingers out a little bit so that they're not so close together.
06:29There is a little trick I have for this.
06:31I am going to select a polygon at the tip of one of the fingers, and then I am
06:35going to click Grow.
06:36This increases the size of the selection to include adjacent polygons.
06:41Now, let me just look at this from the top.
06:43I want to rotate this out just a little bit and then move it a little bit, just
06:49so we have a little bit more of a gap between the two fingers. And let me do the
06:53same thing with the pinky.
06:54I'm just going to rotate it out a bit and move it a bit.
07:02One last thing I want to do to the middle finger: make it just a little bit
07:05longer than the others.
07:07So I am going to do the same thing here.
07:08I am going to grow the selection.
07:11Then I will go into Scale mode by hitting R, and I'll just scale it a little bit
07:16in this direction and then move it forward just a bit too. All right!
07:21Let's step back for a second and evaluate what we have.
07:26Looking pretty good.
07:27Now we have all the flow zones and proportions established for the hand and fingers.
07:31This method of duplicating fingers can come in handy for all types of situations
07:36where a character may have a series of similar parts, where modeling all of them
07:40separately would be time consuming.
07:42Toes can also be done this way.
07:44For realistic anatomy, you can also refine each finger individually in order to
07:49avoid the effect that all the fingers look unnaturally identical.
Collapse this transcript
Fleshing out the body
00:01Now that we have the basic flow zones established for all the major body parts,
00:05it's time to add detail.
00:07Fleshing out the character is relatively easy at this point, because most of the
00:10thinking has already been done.
00:12Because we planned ahead, we avoid having to tediously rework the geometry.
00:17Although we have a lot of tweaking to do, it will be mostly based on artistic
00:21decisions, rather than struggling with the technology.
00:24In order to flesh out the body, we will be using a combination of TurboSmooth,
00:28Swift Loop, Paint Deform, and good old-fashioned tweaking.
00:32Let's get down to it. Let me zoom out in these different views so that we can compare the body to the model.
00:38There are still some big ways that the model is falling short of the shapes in the reference.
00:44Let's address that by inserting some edge loops and tweaking them to fit
00:47the reference better.
00:48I'm going to select the body, and then we'll just go up to Edit and pick Swift Loop.
00:56So it looks like the chest is one of the biggest areas.
00:59There is a lot of volume here in the back and the front of the chest that we
01:03were missing out on,
01:04so I am just going to insert some edge loops so we have some more geometry to work with.
01:08We are also going to need a lot more geometry around the shoulder for
01:12deformations to happen there,
01:13so let's insert some more loops here and here, and also down the arm.
01:18We are going to need some more loops here around the ribcage underneath the armpit.
01:23He is going to need to bend a lot more here at the waist and at the hips.
01:31And let's see about the legs here too.
01:38Now I will just go in and use good old-fashioned tweaking to position these
01:43closer to what the reference is showing us.
01:45So let's just go into Vertex mode, and I also want to turn on TurboSmooth.
01:52So actually, let me get out of Vertex mode, and we'll put on the TurboSmooth first.
01:57And we will give it Iterations of 2 and use Isoline Display.
02:02Back to Editable Poly, and let's make sure we can see the end result.
02:07So with the TurboSmooth done, we are going to get a much closer approximation of
02:11what this model is going to look like when it has a lot more geometry. And as we
02:16were tweaking these shapes, we can actually line up the TurboSmooth version with
02:19the reference, rather than the low-poly version, and it's actually going to give
02:23us a more accurate result.
02:24It looks like there are big changes to be made here in the shoulders and arms.
02:32And the back of the character definitely need some adjustments to be made.
02:50Let's also see what this looks like when we have Symmetry applied.
02:54So I am going to get out of Vertex mode and put a Symmetry on. And it looks like
03:02we are going to have to move that axis of symmetry,
03:04so let's go into its Mirror mode and move it over.
03:11I'll hit S to turn on Snaps so we can make sure that that's snapped right to the center.
03:14It looks good, and I'll just hit S to turn Snaps off.
03:19I just want to make sure that that symmetry isn't accidentally welding anything
03:24that we don't want to get welded.
03:26So it looks like we might have a little bit of a problem here in the back.
03:29Let me zoom in here.
03:32I want to turn off TurboSmooth just for now, so that we can see a little bit more
03:36accurately what's going on.
03:37Okay, it looks like something strange has happened right here.
03:40So let's turn down the Threshold and see if that helps anything. Okay, that's good.
03:45That fixed that problem.
03:46Let me see if there are any issues down in here.
03:49No, that looks good all the way through the rest of it.
03:53Let's just make more tweaks to get the shape we want on some more specific
03:56parts of the anatomy.
03:57For example, I want to get more definition under the buttocks.
04:01So let's come in here. And it looks like I am going to need to add some more edge loops,
04:05so let's go back to Editable Poly and turn on End result.
04:09Go to Edit > Swift Loop, and we'll just add another loop or two so that we can
04:15define the shape underneath there.
04:17Okay, so I am just going on under Vertex mode and just pick a few of the
04:22verts and push them around a little bit so we get a little bit of crease
04:25underneath the buttocks.
04:26Also, let's look at the chest some more.
04:31I want there to be kind of a crease underneath the pec muscles,
04:36so let's tweak this a little bit so that we get kind of a bulge in the chest.
04:40I am just going to Ctrl+Click a few of these vertices and push them forward.
04:47You can even grab some of these vertices underneath the crease and push them upwards.
04:54Let's also add some edge loops going down the arms.
04:57It looks like it's a little too blocky right now.
04:59If we have some more loops, we could really define that area a little bit better.
05:02So let's get out of Vertex mode and go get Swift Loop.
05:06I will just throw in a loop there and one on this back side.
05:11You might want to turn off See-Through if it's getting in your way.
05:14Then you just go into Move mode and grab those edges that you just made and you
05:20can just push them around a little bit so that you can get a little bit more
05:23round shape out of it.
05:32So by tweaking this, I kind of work a little bit more roundness and softness into the shape.
05:37I'm going to turn off See-Through mode so I can see things more clearly. And I just
05:55want to take a step back and evaluate things for a second.
05:58It's always good to step back and just make sure there is not any big major
06:01problems, like this happening right here in the back where there's a giant
06:04collapse happening.
06:05I will just go in and tweak this and fix this, pull these back.
06:19Also, you want to be on the lookout for any polygons that get really long.
06:23So let's see if there are any unusually long polygons.
06:27Actually, right here in the middle, we could probably space these out a little
06:31bit more so that there's not these edges really close together.
06:35Now there are sometimes where you're going to want some edges closer together,
06:42but that's only for specific reasons, like where you want to hold a crease,
06:45like, for example, underneath the pecs. Now these edges are going to have to
06:55get a little bit closer underneath the crotch, because they just have to get
06:59close together there.
07:00This phase of modeling where you work out all the anatomical details can
07:04be boring to watch.
07:05There's not really anything to say about it other than just keep tweaking
07:08and using everything you've learned so far about edge loops and modeling to
07:12keep shaping it out.
07:14I would probably spend several hours tweaking and sculpting to get this just
07:18right, but we'll skip ahead now to the last few steps.
07:21Let's use the power of TurboSmooth to do some of this work for us.
07:25So let's get out of Vertex mode, and we are going to up to the TurboSmooth that
07:29we made and turn it on, and also I want to turn off Isoline Display and just
07:34make one iteration.
07:36So let's see the difference between this TurboSmooth version and the way it was originally.
07:42Okay, so TurboSmooth is adding a lot of geometry for us, and it's also helping
07:46to smooth things out.
07:47What I want to do is convert it to editable poly so we can lock in that TurboSmooth.
07:53With this extra geometry, you can tweak in even more detail.
07:57If there's too much geometry in some areas, you can simply select an edge and go
08:01to Loops and Remove Loop.
08:03So let's experiment with that right now.
08:04Let's say that you've got too many edges going around the waist.
08:08I actually kind of like it right now, but let's just do this as an example.
08:12Pick one loop and then Shift+Click an edge next to it.
08:18Then you just simply go up to Edges and Remove.
08:24And I will just undo that, because I actually like that loop there.
08:28Now you use everything you've learned up to this point to flesh out the body.
08:31It's simply a matter of inserting edge loops where needed and tweaking the
08:34geometry until it looks good.
08:36This part of the process relies more on your artistic ability than
08:40your technical skill.
08:42Fleshing out character models can be both rewarding and frustrating.
08:46It's easy in a sense that there are not a lot of technical issues to deal with.
08:49It's more about being an artist and a craftsperson.
08:52It's about looking at the shapes and making artistic decisions about how to edit it.
08:56By the same token, it can be hard, because there's no step-by-step guide for
09:01making any specific character--well, except this one.
09:04Every model's anatomy will be different and require you to think on your feet
09:08about how best to shape it.
09:10Hopefully, with this course you'll be able to practice the concepts and refine
09:14your artistic skill so that when you do your own character models you'll be able
09:18to apply what you learned here to any modeling project you have.
Collapse this transcript
Attaching body parts with different numbers of edges
00:00We've already learned how to attach body parts that have the same number of
00:04edges when we welded the ear to the head,
00:06but what if body parts have different numbers of edges?
00:09This is a common issue that modelers run into because many times we make new
00:13models by cutting up and reusing existing models.
00:16It's also an issue if we make body parts separately, like we've been doing in this course.
00:21There are just a few strategies to keep in mind when doing this and once you
00:24learn them, attaching anything to anything else will be simple.
00:27There are three basic techniques to equalizing the number of edges on
00:32either side of a gap.
00:34The first two are really easy to remember.
00:36Simply add edge loops to one side or remove them from another.
00:41However, there are times when adding or subtracting edge loops isn't an option.
00:44For example, if more geometry will make you go over your poly limit, or if it
00:50would just make things too complicated and removing them isn't an option
00:54because there is just no geometry to spare,
00:58in these cases you want to do a reduction.
01:01This is a neat little trick that takes three edge loops and closes out two of
01:04them, leaving just one behind.
01:07Let's take a look at the neck connection.
01:09I'm just going to zoom in here, and also let's turn on Edged Faces so we can see
01:15what we're dealing with.
01:17I've already counted out the number of edges on all the borders that we need to attach.
01:22The head currently has 19 edges, and the collar area has 21, a difference of two edges.
01:29That means that this is a perfect place to use a reduction because it removes two edges.
01:35Let's look at the hand very quickly.
01:39The hand has 16 edges, and the arm has 18, also a difference of two.
01:45If their difference was close to double, say one had 10 and the other had 20,
01:50you may consider simply subdividing the smaller of the two so that they would
01:54instantly have the same number of edges.
01:57Let's put this into practice.
01:58I am going to go up and start with the neck.
02:04We need to reduce two edges on the body side of the neck.
02:08It's usually a good idea to do reductions in a place that's less visible, like on
02:13the back side of a character or in a place that won't deform very much.
02:18So let's look at the back side of the character.
02:19I'm going to do a reduction on these three edges right here.
02:26So the way I'm going to do it is go to Edge mode and select two of these.
02:33Now over here in your Editable Poly panel click Collapse.
02:39Finally, click on the edge that's left behind here, and let's go up to Edges > Remove.
02:45The result is clean and uses only four-sided polygons.
02:49Now we can attach the two meshes and use Target Weld to close up the seam.
02:56So now let's attach the two together.
02:58I want to select the head and then go down to Attach and select the body.
03:05So now it's one object.
03:07I'll right-click the lock that in.
03:10Now we can just to use Target Weld to close up this gap.
03:13So we've got all those welded up.
03:19The seam between the head and neck can look a little jagged, so I'll just use
03:22Paint Deform to smooth out some of the unevenness.
03:24Go up to Freeform > Paint Deform, and I'll use Relax, and I'll just crank some of
03:32these settings down because they are too big.
03:39And I'll keep making a few adjustments.
03:45Now to do the wrist.
03:46Let's get out of this object here.
03:52Let's take a look at this from over here.
03:55The arm has two more edges than the hand, but instead of reducing edges on the
03:59arm, I'll do a little variation on the reduction that we just learned.
04:04This time I'm going to add a reduction to the hand. And watch how this works.
04:08We use the Cut tool to cut through some edges.
04:10So let's go up to Graphite Modeling Tools and select the hand, and actually let's
04:15go back down to Editable Poly in this object.
04:18We can actually remove the TurboSmooth,
04:21so I'll just delete that.
04:22Let's go up to Edit > Cut.
04:29Let's see, let's cut some right here.
04:31It looks like this is a pretty broad area where there is not a lot happening anyway.
04:35Let's cut from, let's see, right about here, and let's cut up through a few of these
04:40and then up to a vertex and then back down on the other side.
04:46Right-click to lock that in. And let's go into Edge mode select this edge that's
04:51in between these two triangles right here.
04:53Go up to Edges > Remove. Great!
04:57Now we've just added two edges to the hand.
05:00Go ahead and weld and smooth just like we did before.
05:04Making different parts of the body flow smoothly into each other is a task that
05:08character modelers are constantly faced with.
05:10Armed with these skills, you'll be ready to take it on with the least amount
05:14of stress possible.
Collapse this transcript
4. Modeling the Hair
Drawing the NURBS curves for hair
00:00Hair is probably the part of a character that can be approached in the greatest
00:04number of different ways.
00:06First there's an infinite variety of hairstyles to choose from.
00:09And then there's all different types of hair systems to choose from,
00:12like dynamically simulated hair, textured planes, NURBS surfaces,
00:17polygons, et cetera.
00:19Every hairdo in 3D is a fresh challenge.
00:22This course has to focus somewhere, so I've given this character a hairstyle
00:25that is relatively common,
00:27and I am going to create it in a method that works for a fairly broad range of cartoony looks.
00:33Since this is a modeling course and not a dynamics or effects course, I'll be
00:37making modeled hair.
00:39It's very much a different workflow from what we've been doing so far,
00:42so I'll take it slow, and I'll explain everything that you need to know.
00:46Once you get good at this technique, you'll find yourself using it to create all
00:50kinds of things, not just for hair.
00:53So let's look at the character's hair for a second in the concept art.
00:56You can see that it's kind of clumpy, and it's got all these different strands to it.
01:01There's lots of ways you could make this.
01:03One tedious way would be to build all of these clumps out of polygon cubes and
01:08tweak their shapes one by one.
01:09But there is a way that's faster and more fun,
01:12and it can teach us some really powerful modeling tools along the way.
01:16What we're going to do is use NURBS curves to get the basic clump pattern
01:21drawn in really quickly.
01:23Some people get frightened by the complexity of NURBS, but not to worry;
01:27I'm only going to use their most simple functions for this.
01:30What we are going to do in this video is draw curves on the surface of the model.
01:34Each curve is going to establish the shape and length of each hair clump.
01:39Let's set some of the Object Properties for Hank.
01:41He is frozen right now, so let's unfreeze him, and let's click on him and go to
01:47his Object Properties.
01:48We want to make him see-through, and then let's Freeze him again so it doesn't
01:52get in the way of what we are doing, okay.
01:55Okay, we are going to be using Snaps.
01:58Let's go up to Snaps and right-click.
02:00We want to build a snap to faces and polygons,
02:04so let's turn on Face. Also, let's look in the Options.
02:08We want to make sure that we can snap to frozen objects.
02:11Okay, that should be good.
02:12Let's get Snaps turned on here.
02:15Now let's start making these NURBS curves.
02:17So let's go up to Create > NURBS, and pick CV Curve.
02:22Now I just want to test this out so it make sure it's working right.
02:24So I am just clicking on the Hank model--I am going to right-click to
02:30lock that in--and let's rotate around and see what happened.
02:32All right, looks like the curve is being created on the surface of the model;
02:36that's exactly what we want.
02:37I am just going to delete that. Okay, before we continue, let's get any
02:42unnecessary objects out of the way.
02:43So I am just going to go into Move mode and select all of these objects here and
02:49let's right-click and go to Hide Selection.
02:51All right, let's get back into CV Curve mode,
02:54so let's click CV Curve. And I want to draw these curves from kind of the crown
02:59of the head and then have them all fanning out from there,
03:02so just click and just start creating these different points.
03:08I make roughly four to seven clips per hair clump.
03:12Then when you are done, just right-click to lock that in. And we are still in CV
03:16Curve mode, so you can just go ahead and create as many different clumps as you want.
03:27You can always add more later, so don't worry about getting them exactly right,
03:31and you can always adjust your position and tweak them later.
03:34But I just want to kind of get a general sense of where these different hair
03:37clumps are going to be flowing.
03:39So after skipping ahead, you can see that we've got a bunch of hair curves here.
03:42I am going to right-click to lock that in and hit W so that I get out of CV Curve mode.
03:49So that's a start to our hair clumps.
03:51You'll find that there's lots of times when it's useful to snap curves on the
03:55surface of other objects.
03:56Not just to make cartoony hair; you could also make wires that wrap around a
04:00telephone pole or vines wrapping around a tree, or pretty much anything else you can imagine.
04:05This technique can save hours of work that would otherwise be spent manually
04:09fitting curves to a surface.
Collapse this transcript
Sweeping the NURBS curves into polygon objects
00:00Continuing from the last video, we need to make these curves into actual objects
00:05that have shape and volume.
00:06For this we are going to use NURBS Extrusion.
00:09This is just one way out of an almost infinite variety of options;
00:13however, learning this method will apply to all kinds of different modeling
00:17tasks, in addition to hair.
00:19Now that we are done drawing out the curves, we can turn Snaps off.
00:22I want to hit S. I'm going to select all of the curves and move them up and away
00:27from the hair a little bit.
00:28So I'm going to select them all and just go in the Move mode, and let's pull them
00:33just up off the head.
00:34That's going to give them some space for the thickness of the clumps.
00:38Now we want to tweak the shape of each curve a little bit,
00:41so I am just going to select one curve at a time.
00:44Let's see, let's get this one up here at the top. And we can go into its Modifier
00:47here and go down to Curve CV.
00:52So now we can control the individual points that made up this curve.
00:55I am just going to select this one here and move it a little bit.
00:58I want the hairs to kind of puff out of the crown shape of the top of the head.
01:08You can add any curves and waviness that you want at each individual hair here.
01:14You can make this little bit kind of flip up at the end.
01:18It's really up to you.
01:20You can just generally shape these curves to your liking.
01:23Don't worry about being too precise;
01:24you can always adjust the hair clumps later.
01:26When you are done adjusting this one you just want to go out of Curve CV mode
01:31and select another one.
01:32I am going to cut ahead now to a scene where I have got all of these tweaks
01:36the way I want them.
01:37Let's take a look at what we have got.
01:39So each individual curve has been tweaked to give it a little bit more shape.
01:45Now it's time to create some actual geometry in place of these curves.
01:49Let's select one of them.
01:51It doesn't matter which one.
01:53Let's go to its Modifiers.
01:55I want to give it a Sweep Modifier.
02:03And that's a little crazy.
02:04I am not quite sure if it's exactly what we want, but let's look at some of the
02:08settings and see how we can change this.
02:10By default, Sweep is set to use an L-shaped sort of shape.
02:16Let's change this to Cylinder.
02:18The biggest problem right now is that our result is too big.
02:22Let's go down to Radius and drag that down to a reasonable size.
02:30That's looking more like it.
02:31Finally, let's open up the Interpolation subpanel.
02:34I think I'll turn on my Edged Faces so I can see what's happening here better.
02:38I am going to drag these steps down, all the way down to 0 actually.
02:44And I want to show you why I did this.
02:47Right now, we've got a square, four-sided polygon at the end here.
02:52If I have more than zero steps, I might end up with eight or more sides to this,
02:57but I want to keep four-sided polygons wherever possible.
03:01Now this is pretty low poly, but we are eventually going to smooth this.
03:04But keeping it low poly makes it easier to work with for now.
03:08Now let's put the same Sweep Modifier on all the other curves.
03:13Now we just need to click on the Modifier stack and Paste Instanced.
03:17Go ahead and do the same thing for all the other curves, and we'll pick it up in the next video.
03:22Using this method of sweeping curves is great for all kinds of things.
03:26You could use it to make tentacles or tree branches or really anything with
03:30a tubular shape.
Collapse this transcript
Sculpting the polygon hair clumps
00:00Now that the basic geometry for the hair is created, we need to sculpt it and
00:04form it into an appealing shape.
00:06This will be another great chance to practice some of the options available in
00:09the Paint Deform tool.
00:10So we've got a bunch of crude hair clumps.
00:13Before we can start really shaping them, we've got to convert them to editable polys.
00:18So I'm just going to Drag+Select over all of them and right-click, Convert To > Editable Poly.
00:23I'm also going to attach all the clumps into one object, so that I don't have to
00:27switch objects every time I want to edit a different clump.
00:31You can always detach the clumps if you need to edit them separately later on.
00:36So the way I'm going to do that is just select one of these, and let's go down to
00:40Attach and now just start clicking every single clump.
00:44It looks like I got them all, and right-click to lock it in.
00:55Let's also see what this is going to look like smooth.
01:02Let's give it 2 Iterations and turn on Isoline Display to make it easier to look
01:05at, and back down to Editable Poly, and make sure we can see the end result.
01:10I also don't need the body to be see-through anymore, so let's turn that off.
01:14It will be easier to see if the hair is stuck inside the head if the body is opaque.
01:19So first I need to Unfreeze All and right-click on the body and then go to
01:25Object Properties and turn off See-Through.
01:32Okay, let's start paint-deforming the hair.
01:35Go ahead and click on it and make sure you're in Editable Poly mode, and let's
01:39go up to Freeform and click Paint Deform.
01:41I want to shape the clumps so that they're bigger at the base and then taper
01:46off to a point at the tips.
01:48This is really easy to do with Paint Deform; simply use the Pull settings and
01:52the geometry expands.
01:53So I want to select Pull here, and it looks like this brush might be about the right size.
01:58Let's see. Let's bring the Strength down, and let's just test to see how this works.
02:04Okay, so I'm just brushing, and it expands the clumps of hair.
02:08That's looking pretty good.
02:10Now if you're in the Push/Pull brush and you hold down Shift, the brush
02:18temporarily gets set to Relax. And when geometry is low detail like this, Relax
02:24actually acts kind of like a shrink ray.
02:27So let's see how that works.
02:28I'm holding down Shift now, and now when I stroke on the hair clumps, they kind of shrink up.
02:35It really makes a nice effect, kind of bring these to a little point at the
02:39tips. It looks pretty appealing.
02:41So I'm just going to go through here and shrink up some of these tips.
02:45Okay, that's good enough for now.
02:47We can always go back and edit it later.
02:49You could also use the Push/Pull brush instead of Relax to do this, by holding
02:53down Alt, and it will actually push. And so let me show you how that works.
02:57I'm just going to hold down Alt. One problem now is that sometimes the
03:00geometry can push through itself and get larger on the other side, and it
03:05looks kind of weird.
03:06So I usually prefer to use Relax by holding down Shift.
03:09All right, that's enough Paint Deform for now.
03:12I'm going to right-click to lock that in and show you something else you can do.
03:16I am going to go into Vertex mode and turn on Soft Selection.
03:21So now I can click on a single vertex and turn on Soft Select.
03:27Let's bring the Falloff down somewhat.
03:31By default, Soft Select is going to select any vertex on the object that is
03:35within the falloff distance.
03:37This can be great if you want to nudge around the hair as a whole, like
03:41this. But if you only want to affect a single clump at a time, this is less than helpful.
03:48Let's say that I want to move some of these clumps around individually.
03:51So what I do is turn on Edge Distance mode.
03:54This makes the falloff happen over the surface of the object.
03:58Since the different clumps don't share the same surface, the falloff will never
04:02cross over the space between them.
04:04Now I can move, rotate, and scale these clumps separately in order to edit
04:08them more precisely.
04:09So let's see what happens if I increase the Falloff a little bit here, and let's
04:14see. Yeah, now I can move this clump individually.
04:21You may find that you've got bald spots where you want to add some more hair clumps.
04:25You can go to Element mode and select a single clump.
04:28So let me get out of Vertex mode, go into Element mode. Now I'll select a single clump.
04:34Actually, let me select one of these back here.
04:38Now I'm going to hold down Shift while I move it.
04:42Now I've just made a copy of it.
04:43I want to clone it to an element so that it stays part of the same object.
04:49Now I can just kind of rotate this a little bit so it's different and not quite
04:53so recognizable as being a copy of that original one.
04:58By copying clumps, you can fill in some bald areas.
05:01You could also go through the steps of creating curves and sweeping them again
05:04to fill in more hair.
05:06From here on out, it's really about using your artistic judgments to style the
05:10hair the way you think it looks best.
05:12When you're happy with the hair, go ahead and mesh-smooth it once and remove the TurboSmooth.
05:17So I'm going to get out of Element mode here, and let's go up to TurboSmooth.
05:21Let's turn off Isoline Display and turn Iterations down to 1.
05:27Now I'll just right-click on the hair, go to Convert To > Editable Poly, and lock
05:32in the TurboSmooth.
05:33Styling the hair is time consuming, and it will probably take a while to get it looking right.
05:38With patience, you'll get more comfortable with the tools and techniques.
05:41Keep in mind that there are a million different approaches to making hair and
05:45that this is far from the only option.
05:48In your own projects, you may have to experiment with several different methods
05:51before you find the one that looks right and fits your design.
Collapse this transcript
5. Modeling the Clothes
Modeling the pants
00:00Modeling clothing can be tricky because of the way it comes into such close
00:04contact with the skin.
00:06By creating the clothing directly from the body, not only does it become easier
00:10to manage, but it's faster, since you already have the geometry created for it.
00:15Because the pants are pretty much the same shape of the legs, we can just steal
00:18what we've already made for the legs and repurpose it for the pants.
00:23In order to extract the pants, we need to select polygons on the body that are
00:27roughly in the same place as where the pant should be.
00:29Let me show you a few selection tricks that will help us get what we want.
00:33I am going to go ahead and select Hank and make sure we can see our polygon edges.
00:37And I want to move down to the legs where we can see those more closely.
00:42Let's go into Polygon mode.
00:43I am going to select one polygon here on the leg and then Shift+Select the
00:48polygon next to it, and then do the same thing on the other leg, in the same
00:52location. Ctrl+Click one and then Shift+Click one next to it.
00:57Now I can grow the selection until it includes all of the legs and some of the waist.
01:07That's pretty good.
01:08You might realize that your original ring selections were too low or too high.
01:13To correct it just deselect everything and then redo those rings selections a
01:17little higher or lower.
01:18Now to create a new object based on the selection.
01:21We already know that by shift-moving polygons, we can break them off into new objects.
01:26But with the pants, we need them to be in the same place, just a little bigger.
01:31Here in the Editable Poly menu, I will just scroll down to the Edit Geometry section.
01:36Right now, Constraints is set to None.
01:38We want to change this to Normal.
01:41Now let's go into move mode and see what happens when we hold down Shift and move this.
01:47Now all the polygons are expanding outwards according to their normals, or the
01:53direction that they're facing.
01:54Let's get this just a little bit bigger than the body.
01:58When I let go of Shift and the mouse I get the option of cloning To elements
02:02or to a new object.
02:03Let's make it a whole new object. And I will name it pants.
02:11Okay, let's get out of Polygon mode and switch to the pants object.
02:15Now I am just going to take a step back here and evaluate, see how this is
02:19looking. All right, pretty decent.
02:21I am going to need to change the shape of it a little bit, however, because
02:24pants don't usually droop down in the front like this, so I want to change the
02:28shape a little bit so it looks more like pants.
02:30Let's go down to the Edit Geometry section and make sure that is the way we want.
02:34We no longer need to move things according to the polygon normals, so let's
02:37set this back to None.
02:38All right let's go back up and go to border selection.
02:42I want to change the shape of the top of the pants, so I am just going to select
02:46the top border edge. And then let's go the Soft Select and turn that on.
02:52And let's see, let's bring down the Falloff, so it's not selecting everything.
02:58That's pretty decent.
02:59Now I am just going to use scale, move, and the rotate tools in order to get
03:04this better into shape.
03:05So see I just hit R to go into Scale mode. And let's just flatten this out a
03:09bit, and also rotate it forward a little bit.
03:13I am just going to move this around till it looks good, just scaling and moving
03:21and pushing and tweaking.
03:35It looks like I might need to push and pull some individual vertices here, so I am
03:39just going to grab one of these and just move it around till it looks good. I want
03:45to make the body see-through so I can see what's going on with the pants
03:51I'm going to make the body see-through and then click OK.
03:58Back to the pants. I am just going to keep tweaking a few things. And I will
04:05just keep refining this. It looks like this needs some tweaking. Okay, that's
04:19generally pretty good, although there are some weird things happening where
04:23things are bending at kind of strange angles, so I am going to use Paint Deform
04:26to smooth those things out.
04:28Let's get out of Vertex mode.
04:30Now what I want to do is go to Paint Deform. And I want to make sure that I turn
04:34on Mirroring so that same thing happens to both sides.
04:37However, there is a little bug in 3ds Max where you can't change those settings
04:42if you have Relax/Soften selected as your brush; you can only do it with one of
04:46the other selections.
04:48So I want to choose Push and Pull and go to Paint Options and click this
04:53little arrow here and click Brush Options, and we will just make sure that
04:57Mirror is turned on here.
04:58Okay, let's close that, and now we can go to Relax/Soften,
05:02because when Relax/Soften is chosen as a brush, you don't have the Option of
05:08changing the mirror settings. Hopefully they will fix that in later versions of Max.
05:14Okay, so the brush is a little big.
05:16Let's just the Size down.
05:25That's pretty good. And the Strength, let's bring that down too.
05:28And I am just going to use this Relax/Soften to even out some of the spacing of
05:37these vertices. It looks like I might have gone a little too far there, maybe a
05:47little bit more careful with this.
06:04And maybe I want to use Push and Pull to make sure that the pants don't
06:06penetrate inside the body, so I will just switch to Push and Pull, and let's
06:11see how this works.
06:13I just want to make sure the pants are kind of evenly the same distance away
06:24from the body all the way around.
06:28Okay that's pretty close.
06:29I am just going to do one more pass of relaxing, just to work out any rough spots.
06:44Okay, now let's select the body and go to its Properties and make sure
06:48it's not see-through anymore.
06:50I just want to check the distance all the way around. All right. That's pretty even.
06:56Anytime that you need clothing or accessories that closely relates to the shape
07:01of the body, you can use this technique to quickly create them.
07:04It works well for belts and wristbands, masks and hats, anything like that.
07:09It sure saves time over modeling these things from scratch and then trying to
07:13force them to fit onto the body you've already made.
Collapse this transcript
Making wrinkles in the pants
00:00Making wrinkles in clothing is a very unique challenge.
00:04It's a different kind of modeling from what we've done so far.
00:07It's also an artistic challenge that painters and sculptors have been struggling
00:11with since the caveman days.
00:13In digital art there's many ways to make clothing and wrinkles.
00:17Dynamic cloth effects is a common solution,
00:19but this being a modeling course and a cartoony character, let's find a modeling
00:23solution to the problem.
00:25Modeled wrinkles are still commonly used in video games, because it's hard to
00:29calculate dynamic cloth in real-time game engines.
00:33The skills you learn here can help not only with modeling cloth, but also with
00:38all kinds organic irregular shapes.
00:40Our exercise file contains the basic pants as we made them in the last movie.
00:45Since wrinkles happen asymmetrically, let's delete the Symmetry modifier.
00:50Let me go in here and select the pants. And they have a Symmetry modifier on them,
00:55so I'll just get rid of that.
00:57I'm also going to add a TurboSmooth modifier, so I can what a smoothed version
01:01of the pants looks like while being able to work on a lower-density version of them.
01:10I'll just turn on Isoline Display so it's easier to see what I'm doing.
01:14Go back to Editable Poly and turn on Final Result.
01:17A lot of times you can think of wrinkles as forming like mountain ranges and valleys.
01:22I'm going to use the Cut tool to define certain chunks of the pants as being
01:27valleys and other parts as being mountains.
01:29Then I can tweak vertices to push in the valleys and pull out the folds around them.
01:34So let's zoom in on the pants, and I'm going to go full screen with Alt+W.
01:36A common place for wrinkles to happen is around the pant's cuff.
01:42Let's say that I want a fold to happen right around here.
01:45I'll just push in a little row of vertices.
01:48So I'll go into Vert mode, and I just have Ctrl held down so I can
01:51select multiple vertices.
01:54Now let's go down to the Edit Geometry section of this.
01:57Here, Edit Geometry. We want to turn on Normal because I want to push and pull
02:02these different vertices relative to the facing direction of the geometry.
02:06All right, let's hit W to go into Move mode and see what happens.
02:12So we can push in and out relative to the surface.
02:15So I'm just going to push these in, and you can actually push them farther than
02:19you think they should be, because we're actually going to do a technique that
02:22makes them come back out again.
02:23So I want to push them in pretty far.
02:26Now let's go up to Grow.
02:29So I want to grow this selection, and now I want to push them the other way.
02:34You can always tweak it later if it's too far or not far enough.
02:38Now we're starting to get a valley surrounded by mountains.
02:41Now this is looking okay, but I think we could define the shape a little bit better.
02:45Notice how these corners are getting kind of soft and undefined.
02:49We can reinforce the wrinkle shape by cutting some more edges here.
02:52So I'm going to get out of Vertex mode and go up to Graphite Modeling Tools and
02:58let's go to Edit > Cut.
03:01What I want to do is cut some diagonal edges that will help reinforce the
03:05shape of this wrinkle.
03:07So you want the Move tool here so that it forms this little X shape.
03:12If it's kind of like this shape, that means it's going to cut through an edge,
03:16but I actually want to cut starting at the vertex here.
03:19So just cut from vertex to vertex.
03:22It kind of gives you a little preview of what the cut is going to be before you finish it.
03:28Cut from there to there. Now I'm going to right-click to lock that in, and let's
03:32do another cut from up here.
03:39Actually, there's a bug sometimes with Max where it accidentally cuts where
03:43it's not supposed to, so we're going to have to clean that up manually.
03:46So right-click and let's go back to Vertex mode and see what happened here.
03:52Let's turn off TurboSmooth for now.
03:55So what did it is it accidentally created all these extra vertices, and they're
04:00causing some problems.
04:01I'm going to hit Z to zoom in on that. Yeah.
04:06Let's fix that up.
04:10Let's just go down to Target Weld, and let's make sure we can weld all these
04:16stray verts together. And let's turn TurboSmooth back on.
04:20Okay, that's looking a lot better.
04:21Let me zoom out and evaluate this.
04:24Let's turn off Edged Faces so that we can see what's going on without
04:28those edges in the way. We'll also need to get out of Vertex mode.
04:31That's pretty nice.
04:35It's a little bit neat, however.
04:37Clothing and wrinkles tend to form a little bit more messy shapes.
04:40So we can go in and mess this up.
04:42I'm going to go into Editable Poly, go into Vertex mode. And you just can
04:46select individual vertices and turn on Soft Selection and just push things
04:50around a little bit.
04:51I'm going to drop the Falloff down a little bit more.
04:53So you can just move things around a bit.
04:59I'm also going to the go down to Edit Geometry and set it to None, so that we
05:05can move in certain directions that aren't the normal facing direction of the polygons.
05:10When you like the result, go ahead and make another wrinkle.
05:17Folds in clothing tend to happen in patterns next to each other.
05:21I'll start making another one to the side of this one.
05:23I want to offset it little bit so that it's not right at the same level as this existing one.
05:29So I'll just come in here and maybe select this vertex.
05:34And let's set it to Normal so that we're pulling and pushing according to
05:38the facing direction of the geometry. And also, I want to turn of Soft Selection again.
05:43I'm just Ctrl+Clicking a few more vertices here. And let's push these in.
05:52Again, like I did before, I'll just grow the selection a bit and pull it out.
06:02And let's get out of Vertex mode, and actually let's bring back Edged Faces.
06:07I know it's a lot of going back and forth between a lot of things that you have to turn off and on.
06:11Let's go back to Editable Poly, and let's just cut some more angles here into this.
06:18It looks like the TurboSmooth might be conflicting with how we're viewing this,
06:30so I'm going to turn that off really quick so I can cut this without
06:33that getting in the way.
06:34Okay, and just right-click to lock that in.
06:40The challenge with cloth folds is that you want to maintain a pattern while at
06:44the same time randomizing it enough so that it doesn't look artificial.
06:48You want to add variation to the size, placement, length, depth, and shape of all the folds.
06:54Also be sure to leave some parts of the clothing without any folds, or at least
06:58less folds than other parts.
07:00Be sure to examine a real-world reference to see the patterns and chaos in reality.
07:05I'm going to open up the other exercise file where I have gone through and
07:09completed all of these wrinkles.
07:18Notice how I localized the wrinkles in specific places.
07:21Not only does it help it look more natural, it also adds to the stylization of the character.
07:27So for example, there's a lot of baggy wrinkles down here at the pants where
07:31they bunch up at the bottom of the cuff.
07:34Then there's less around the knees where pants tend to stretch and smooth out.
07:37There's one more step to do to the pants at this point.
07:41Right now, the pants are just one single polygon thin, but I want to give them a
07:45certain amount of thickness.
07:47One way to do that is by extruding the border edge inwards.
07:51So let's go into the pants here and go to Editable Poly and select Border Edge,
07:56and I just want to select this Border Edge at the top.
07:59Let's turn on Edged Faces so we can see that more easily.
08:04And I'll go into Scale mode by hitting R, and I'll hold down Shift while I scale this.
08:11So I'm just scaling this new extrusion inwards, and this is going to add some
08:15thickness for the pants.
08:16Then I'll go into Move mode and do the same thing.
08:19I'm just going to Shift+Move downwards.
08:24Let's go out of Border mode and turn on TurboSmooth to actually show the end result here.
08:29So now we've got some thickness to the top of the pants.
08:33Go ahead and repeat that same thing for the bottom of the pants as well.
08:36Select the border edge and Shift+Scale it in and then Shift+Move it up, just
08:41like we did up above.
08:42There is the foundation for the pants.
08:44This way of doing it is far from the only way,
08:47but it's a straightforward method that also works well for modeling all kinds of
08:51other things that are based on the shape of something else.
08:54Feel free to experiment with your own techniques for making wrinkles, as my way
08:58is not the only way.
Collapse this transcript
Modeling the belt
00:00Modeling the belt is another opportunity to practice some modeling tricks that
00:04go beyond the basic tools.
00:06Again, we can base the belt off of the existing pants model so that we can be
00:10guaranteed that it will fit perfectly.
00:12This is a cartoony character so I'll be simplifying things, rather than going for realism.
00:17My first thought when going to make the belt might be to extract some of these
00:20polys that are going around the waist.
00:23Let me turn on Edged Faces to show what I'm talking about.
00:25So I can grab some of these polygons right here around the waist of the pants;
00:29however, the edge loops in this area aren't evenly spaced.
00:33If I were to extract these polygons, the belt would have uneven height.
00:37In this case, I'll first extract from a piece that I know to be even.
00:42The top edge of the pants where I extruded inwards for thickness has a uniform width,
00:47so let's select that ring of polys.
00:49I'm going to go into Editable Poly mode and go into Polygon mode, pick one of these,
00:55and then Shift+Select one next to it.
00:56Then we can extract these into a separate object.
01:00Go into move mode by hitting W and then just Shift+Move them down a little bit.
01:07And I want to clone them to a separate object.
01:09I'll call this belt.
01:11Now we need to scale it just a little bit bigger so that it's larger than the pants.
01:15We need to get out of Polygon mode and then select the object that we just made.
01:20Hit R to go into Scale mode.
01:24Now when we extracted, it created a new pivot point here at the center of the world.
01:29So what I need to do is move this pivot point so that it's more centered
01:33around our belt objects.
01:34So go into the Hierarchy panel here, Affect Pivot Only, and we're going to center to object.
01:40We can turn this off now.
01:41Now right now we're ready to scale. And now we'll to scale this out.
01:54It looks like Max accidentally got in a mode that I don't want it to be in.
01:58The scale is set to Select and Squash.
02:00So I'm just going to change this now to the normal scaling mode so that it scales
02:04uniformly in all directions.
02:06I'll just make this a little bit bigger. And it looks like I might want to move
02:12it back a little bit too.
02:13Let's see how this looks all the way around. Pretty good.
02:20This is going to be the top edge of the belt.
02:22Now to get the height of the belt.
02:24I'll get that by using a Shell Modifier.
02:27The Shell Modifier takes any polygon surface and basically extrudes the whole
02:31thing to give it a thickness.
02:32So I'll find Shell in here. And it looks like it shot it up in the wrong direction,
02:41so let's go into the parameters here.
02:43Let's bring the Outer Amount all the way down to 0. And actually we want to make
02:49the shell go in the other direction,
02:50so I'm just going to bring up Inner Amount and go ahead and set it to a height
02:55that basically looks good for a belt.
02:57That's pretty good.
02:58Let's tweak the shape of this so that it fits the pants a little bit better.
03:02I want to lock in the Shell Modifier,
03:04so let's convert it to an editable poly.
03:08Now I can go into Polygon mode and select the ring of polygons around the bottom edge.
03:12So I'm going to select one and then Shift+Select one next to it.
03:18Now I can move this forwards or backwards or however I need to to get it to
03:22fit the pants better.
03:24So it looks like I might need to scale a little bit in this direction and
03:31actually maybe widen it a bit too.
03:45There may be some places where the pants are poking through the belt or the
03:48belt through the pants.
03:50This would be a good place where you could go use the Paint Deform tools to push
03:54the pants in a little bit so that they're not intersecting with the belt.
03:57For now I'm just going to put it a TurboSmooth on the belt to see what it
04:00looks like smoothed out.
04:01So let's get out of Polygon mode and go get the TurboSmooth.
04:09It looks like the belt rounds out a little too much and gets kind of soft and mushy.
04:13We can fix that by adding some holding edges like we did with the fingers.
04:16So I'm going to go back into Editable Poly, and let's go grab the Swift Loop tool.
04:23I just want to insert some edge loops towards the top and the bottom and then
04:30also on the inside of the belt.
04:32So actually, I just zoomed in really close here, and we can through in some loops
04:35on the inside and right-click to lock that in.
04:42Now let's see what happens when we show the end result.
04:45So we're getting a much tighter edge here on the belt.
04:49Now to do the belt buckle. There are lots of buckle designs and shapes we could go with.
04:55Now that you've got a lot of modeling techniques under your own belt, you can try
04:58flying solo and make a buckle that's all your own.
05:01You could extract the belt, you could start from a new box or a sphere, or you
05:05could combine different methods.
05:07This is a good chance to practice what you've learned so far and try something new.
05:11So let's zoom out and see what this belt looks like. It's looking good.
05:16We extracted the polygons of the belt from a place of known thickness and then
05:21used the Shell Modifier to add uniform height.
05:24Now we've got a belt that doesn't have any of the waviness that we would have
05:27got from simply extracting off the pants.
Collapse this transcript
Making the belt loops
00:00All right, on to the belt loops.
00:02I am going to use some more extracts and Shell Modifiers here.
00:05There are also some fancy tricks that you can use to fix pivot points and
00:09rotations that get out of control.
00:11We'll be basing the belt loops off of the belt.
00:14Let's zoom in on it and select it.
00:15Let's turn on the Edged Faces so we can see what we are doing better.
00:21I am going to go into its editable poly and select Polygon mode, and let's just
00:27Ctrl+Select some of these polygons from top to bottom here on the belt.
00:31I'll use Shift+Move to extract these polygons into a new object,
00:37but first I want to make sure that the movement is constrained to the surface normal.
00:41So let's go back down to Edit Geometry and set the Constraints to Normal. Okay,
00:48it's already there, so that's good.
00:49And let's just go into Move mode and hold down Shift while we move it.
00:54All right, so it's pulling a new object up off the belt.
00:59Let's clone to a new object, and we'll call it loop. Okay, that's set.
01:06Now to give it some thickness with Shell. I am going to get out of the belt's
01:11Polygon mode, so we can select this new belt loop. And let's go up to the
01:16Modifiers and pick Shell.
01:21And it looks like it's already giving a pretty good result.
01:24I am just going to change the Inner Amount to something lower, something a
01:28bit more like that.
01:30Okay, now to tweak the shape a little. It's a bit too wide for a belt loop,
01:35so let's lock in the Shell Modifier that we made: right-click, Convert To >
01:39Editable Poly. And let's select the polygons on the side now.
01:44I am just going to Ctrl+Click all of them.
01:46I am going to hit Z to zoom in on this, and we'll just move these a little bit
01:53closer to the other side of the belt loop here.
01:56All right, that's looking pretty good.
02:06Now let's put a TurboSmooth on this to round it out.
02:09I am going to get out of Polygon mode here, and let's add the TurboSmooth.
02:16Now let's make some copies of the belt loop all the way around the pants.
02:20So I am going to go into Move mode. And it looks like we need to move the pivot
02:27point up to the center of the belt loop,
02:29so I am going to go into Hierarchy > Affect Pivot Only and Center To Object.
02:35And now we can go out of the Affect Pivot Only mode.
02:39We'll make all of the belt loops on one side and then use symmetry to copy it
02:42over to the other side.
02:43So I am just going to Shift+Move this one belt loop.
02:46I'll just move it over here. And actually let's make them instances so if I change
02:51one the others change as well. And let's make two copies.
02:55Now it's just a simple matter of moving these different loops around and
03:00rotating them or whatever you need to do to get them placed nicely on the pants.
03:03I hit Z to zoom in on this.
03:09It might be kind of messy, but I am just going to rotate this and push it into place.
03:13I am going to tweak this a little bit more.
03:23There are just a few extra adjustments I want to make.
03:36And let me just take a look all the way around, make sure that's working all
03:45right. Okay, pretty good.
03:46Let's do the other one.
03:54Let's take a look at this from over here.
04:00And I'll just keep refining this.
04:08Okay, that one is pretty good too.
04:10Now I want to combine all of these loops into one object.
04:14So let's lock in the TurboSmooth for all of these.
04:16I am going to right-click and Convert To > Editable Poly on all three of these loops.
04:30And now here in Editable Poly let's go find Attach.
04:34Let's click that and now click on the other two belt loops.
04:37Now they are all part of one object.
04:40Now before we use Symmetry, there's one problem we are going to have to fix.
04:44Symmetry is based on the object's pivot point, and since we've been moving and
04:48rotating and making all kinds of changes to the angle of these belt loops, the
04:52symmetry will be all out of whack.
04:54So we need to base the symmetry off of an object that's already centered to the grid.
04:58I am going to create a new primitive that's centered in the middle of the grid.
05:03So I am going to zoom out here so I can see it better.
05:05I am going to go to Create, and let's just make a sphere.
05:10I am going to hit S to turn on Snaps and just grow the sphere right out of the middle.
05:14It doesn't matter how big I make it.
05:16Now I am going to right-click to lock that in and hit S to turn off Snaps.
05:22Now I want to convert this to an editable poly, and I want to attach the
05:27other belt loops to it.
05:29So I've got Attach, and now I'll just go click the belt loops.
05:34So now, all of these belt loops are part of the same object as the sphere.
05:39Right-click to lock that in.
05:40Now let's get the symmetry put on here.
05:48By default, Symmetry goes from the left side of the character to the right
05:52side, but we built the loops on the right side, so we are going to need to flip this around.
05:56So in the Symmetry Settings click on Flip.
06:00Now it's going to do it the other direction like we want it to. Great!
06:03Let's lock all of this in by converting to editable poly.
06:06Let's go into Element mode so that we can select just the sphere, and delete it,
06:13because we don't need that anymore.
06:15And now we are done with the belt loops.
06:17Along with some practice of things you've already learned, this movie covers a
06:21cool trick that can help you get out of a jam.
06:23There will be lots of times when an object has been rotated and you'll need to
06:27reset its orientation to be in line with the grid.
06:29Using the techniques shown in this video will really prevent a lot of
06:32headaches when models get complicated.
Collapse this transcript
Creating the shirt
00:00Modeling clothing based on the body is quick and easy, like we saw in the
00:03previous video on the pants,
00:05but what if the article of clothing doesn't match the geometry of the body?
00:09In this video, I will show you some ways of modifying the initial clothing
00:12creation for other styles.
00:15Let's look at the Hank concept art.
00:16I am going to go into the side view here and zoom out a little bit.
00:20He is wearing a tight-fitting tank top that's a good candidate for
00:25extracting from the body.
00:26Although the neckline of the shirt closely matches the edge loops on Hank's
00:30neck, the sleeveless cut of the shirt doesn't follow the geometry of the body at all.
00:34I will be using a cutting tool to cut that sleeveless edge, but first let's just
00:39extract the shirt as if it were a typical T-shirt.
00:42I am going to go into Perspective view here, and let's turn on Edged Faces, so
00:47we can see what we are doing.
00:48I am going to select a ring of polygons just underneath the pectoral muscles and
00:53grow the selection until it looks like a shirt.
00:55So I am going to select one and then Shift+Select the one next to it, and let's grow
01:03the selection to see what happens.
01:04You may have to experiment with just the right row of polygons to start with.
01:15I will just grow it one more time.
01:17Okay, now we are going to extract these polygons off of the body like we
01:21did with the pants.
01:22Let's go down to Edit Geometry and make sure that it's set to Normal. Okay, it is.
01:28Let's now use the Move tool to pull this off of the body.
01:31I am going to hold down Shift while I move this, too. All right!
01:35And we will just expand it out a little bit. And let's call this shirt.
01:42If we were making a regular T-shirt, we would almost be done by now, but let's
01:46practice with a tool called Quick Slice.
01:49Okay, let me get out of the body's Polygon Selection mode, so we can go into the shirt.
01:54Now I want to make sure that any cutting I do to one side of the shirt
01:57happens to the other,
01:58so let's put a Symmetry modifier on this. And I want to make sure that it didn't
02:06accidentally weld anything I don't want to be welded.
02:11Okay, it looks pretty clean.
02:12If I crank up the Threshold then you see we have problems, but it looks like at
02:160.1 it's doing a good job.
02:17I also want to hide everything except the shirt for now,
02:23so I am just going to drag over everything and then Alt+Click on the shirt and
02:28right-click, and we will go to Hide Selected.
02:31I am also going to make the shirt see-through so that I can see the
02:35reference through it.
02:42Now to go into the front view. And it looks like this view is set to Wireframe,
02:50so let me go to just change this to Shaded so that we can see the reference.
02:54Now I would start making this cut we are talking about.
02:56I want to change it from Shaded to Edged Faces, and let's go down to Editable Poly.
03:03Now let's use Quick Slice.
03:05I'm going to go into Edit and select Quick Slice.
03:08What this is going to do is draw a line on the model and then cut every single
03:13polygon along that line.
03:15So what I want to do is see where the line of the shirt is here on the
03:19reference and then just click once and then drag and then click a second time
03:24along that line and then right- click to lock it in. All right!
03:28Let's look in the Perspective view and see what happened here.
03:30I want to turn on the end result so we can see that cut on both sides, and I am
03:37actually going to turn off See-Through.
03:42Okay, so you can see that Quick Slice created this new cut all the way through the model.
03:47Now let's go into Edge mode.
03:51Edge mode automatically selects the last edge that was created, whether it's
03:54through Quick Slice or Swift Loop.
03:57I am just going to hit Delete to get rid of that.
03:59It might be a bug in Max, but for some reason it also looks like it's selecting
04:03the centerline, but it's not really. It's okay.
04:06Now the sleeves are a separate object, so I can go into Element mode and just
04:10select the sleeve and delete it.
04:12As it is, this edge is pretty ragged, so let's straighten it out a bit.
04:16I am going to go into the Border Edge Selection mode, and select this border edge.
04:20I am going to start moving and scaling this around, so I want to make sure that
04:25my Constraint is set to None, rather than Normal.
04:27Then I am going to use Scale to flatten this out.
04:30So I just hit R, and I am just going to scale in one axis until it all flattens out.
04:40And let's look at this in the front view so we can line it up with the reference.
04:43It looks like I might need to move and rotate it a little bit.
04:46Okay, that's looking pretty good.
05:01Let's get out of Border Select mode and go to Vertex mode, and I want to go into
05:06Perspective view for this.
05:11Another thing we need to clean up now is some stray vertices.
05:14When we flattened that border edge some polys effectively turned into triangles
05:19with verts left along the edge.
05:20So you can see there are some stray vertices, like right here, like right here and here.
05:26We just need to get rid of those.
05:27So I'm going to Ctrl+Select all of these stray vertices, and then we will remove them.
05:37And let's click on this and just click here.
05:43Now I will just go into Vertices and click Remove.
05:54Let's take a step back and see what this looks like.
05:59Okay, it looks like a few things might need some tweaking to look a little bit
06:02nicer, but for most part, that's pretty good.
06:05Now let's unhide the rest of the character and see how the shirt fits.
06:09I am going to get out of Vertex mode and just right-click in the viewport
06:13and go to Unhide All.
06:16It looks like there's one little place up by the shoulder where the shirt is poking
06:19through the body. For the most, the rest of it looks pretty good.
06:22I will just go into Vertex mode and use Soft Select to fix that up.
06:27I am going to tweak this a little bit more, and I will go ahead and fix this area
06:41that got a little weird down here. Okay, not bad.
06:54Let's check out the bottom of the shirt.
06:56It looks like I could get it tucking into the pants a little bit better.
07:00I am going to use Soft Select and the Move tool to kind of tuck this in. Pretty
07:13much all the way around the shirt, it could be tucked in better.
07:20Let's take a look at this from over here.
07:21You might have to do a little bit of back and forth in adjusting the Soft Select to
07:33get just the area that you want to move. Okay, great!
07:45Now the shirt is between the body and the pants, just like it would be in real life.
07:51Finally, we need to give the shirt the appearance of thickness.
07:53I am going to go into Border Edge mode and select the collar.
08:02We can turn off Soft Select for this. And I am going to hold down Shift as I
08:09move this down, and maybe I will scale it a little bit too.
08:23And now I am just going to extrude that edge one more time so that the thickness
08:27kind of curls around to the inside.
08:28So I am going to go into Scale mode and hold down Shift while I scale. And now I
08:34will just move that down a little bit too.
08:36It doesn't have to be terribly precise.
08:39Okay, that's pretty good.
08:42It looks like there is one little issue where the Symmetry is merging some
08:46things that shouldn't be merged,
08:47so I am going to go to the threshold, bring that down a little bit so I fix that problem.
08:51Okay, back to Editable Poly.
08:54Now to do the same thing for the cutoff sleeve. I am going to go into Scale
09:00mode, hold down Shift, and just scale this in a little bit. And I will go into Move
09:07mode and Shift+Move one more time.
09:12So there is some more tweaking that you could do to get that shirt looking just
09:16right, but it would take a while, and it would be kind of boring to watch.
09:19Along with practicing some techniques from before, like Shell, Symmetry, and
09:23extracting, we also learned a few tips and tricks when it comes to cutting
09:26existing models to form different shapes.
09:29These methods can really be useful in all kinds of situations.
Collapse this transcript
Making the shoes
00:00Modeling the shoes is a good exercise in creating hard-surface objects.
00:05Those are objects that require a certain precision, or edge hardness, and can be
00:09tricky because you have to be a lot more careful with their construction.
00:13Organic objects like characters and clothing can get away with varying levels of imperfection;
00:18however, many manufactured objects need to be made with a close attention to
00:22surface and the edge quality, so that they don't appear soft or mushy.
00:26As before, we can build a shoe with polygons borrowed from the body, but first
00:31let's shape the foot a little bit so that it fits better in the shoe.
00:35For one, the bottom of the shoe is flat, and the foot has weight on it, so it
00:39should be flat as well.
00:40I am going to select the body, and let's make sure we can see all the edged faces.
00:46And I also want to put a Symmetry Modifier on it so that the changes we make to
00:50one side of the body will happen to the other.
00:56And every time I put a Symmetry on I want to make sure that it didn't
00:59unintentionally weld any verts.
01:01You can see that there are some vertices close to each other in the face and
01:04they're getting merged together.
01:05So I am just going to bring this threshold down till that problem goes away.
01:12If you don't check for things like this and then you collapse the object to an
01:16editable poly, it will lock in all of those welds, and it's going to be a lot of
01:20work to undo that and go and re-cut that to make it all better.
01:24So I always find it beneficial to check that before I move on.
01:29Okay, let's go down to Editable Poly and check out the feet.
01:32I am going to hit Alt+W and go into the side view.
01:40I want to drag a selection across a lot of these polygons on the bottom of the foot,
01:45so I am just going to drag and then unselect with Alt.
01:51And let's go back to Perspective view and see if we missed any.
01:54Okay, it looks like there is some polygons right here to clean up.
01:57I am just going to Alt+Click+Drag. All right!
02:06That's looking good.
02:06I also want to turn on end result to make sure that we are seeing the same
02:10thing on both sides.
02:11Now that we have got the selection made, I am going to hit R to go into Scale
02:14mode and just scale this vertically so it flattens out.
02:22In the concept art Hank is wearing a work boot with a heel,
02:25so we need to make the toes drop a little lower than the heel.
02:28I am going to go into the Vertex mode here and select some of the verts along the toe.
02:34Maybe I will grow that just a little bit more.
02:41Okay, now I am going to turn on soft selection, and let's drop this value down so
02:48it's not selecting quite so much.
02:49I just want the soft selection to go pretty much just in between the toe part of
02:54the shoe and the heel.
02:56And now I can just go into Move mode and let's see what happens. Okay, great!
03:00Now we have got space for a heel here.
03:04Before moving on, let's hide everything but the body so that the pants don't
03:07get in the way while we model the boot.
03:09I am going to turn off Soft Select here, and I am going to get out of Vertex mode,
03:14and let's select the pants.
03:16I'm going to right-click and Hide Selection.
03:18I am going to go into Editable Poly now on our Hank body, and let's select all
03:25the polygons where the boot should be.
03:27So I am going to go into Polygon mode here. And it looks like we have already got some selected,
03:32so I am just going to grow that selection.
03:38Now let's extract these polygons off the body.
03:41So I am going to go down to Edit Geometry and make sure that we have got it set
03:45to Normal, because we want to pull these away from the body.
03:48Now I am going to hold down Shift while I move and pull the boots up off the
03:53body. And let's clone this to a separate object.
03:56We will call it boot.
03:58Let me just take a look around this boot to make sure there is no problems with it.
04:02Okay, that looks pretty good.
04:02I also want to take a look underneath just to make sure everything is okay on this.
04:11I am going to get out of Polygon mode, and I am going to hit Z to zoom in on the boot.
04:24Okay, everything looks ready to go.
04:26Next, we are going to extrude the sole from the bottom of what we already have.
04:30So go ahead and select the flat polygons under the shoe.
04:33I am going to go into Edit Poly mode and select Polygon, and let's look at
04:39this from underneath.
04:40I want to select all of these polygons here on the bottom.
04:46I could get select them all one at a time, but I am going to do something to
04:48speed it up a little bit.
04:49I am just going to select, holding down Ctrl, and just select some of these along
04:54here, and then I will grow the selection and see how this works.
05:04And it looks like I am still going to have to select some by hand. All right!
05:07Now we are ready to extrude the sole.
05:12Let's actually use Bevel. And I want to use the options here so I can control it more easily.
05:20Now, that was a little bit out of control.
05:22Let's bring that way down.
05:23I am going to change the height so it's much less pronounced.
05:28Actually what I want to do is let's bring all of these to 0 actually so we
05:31are starting fresh.
05:32What I want to have the sole do is expand outwards a little bit before it drops down.
05:42So let's change this to a reasonable number.
05:48Actually let's set it to 0 and then just click once here so we get a
05:52really precise amount.
05:53Let's see, maybe about 0.04 is good. All right!
06:00Let's Apply and Continue so that we can make another bevel.
06:04This time I want it to drop down without expanding out at all,
06:07so I am going to drop this to 0 and start bringing up this value.
06:17That looks about good.
06:19Okay, let's lock in those changes.
06:21Now to bring down the heel.
06:22I am going to deselect everything except the heel.
06:26So I want to hold down Alt while I drag a selection over this. Maybe I
06:34deselected a bit too much, make it this. All right!
06:36That should make for a good heel.
06:40I am going to go back into Bevel with the options here. And it remembered the
06:45same settings that I extruded down before,
06:48so that actually brings up down to about the same level so that's good.
06:51I will just leave it there. All right!
06:52Let's lock that in.
06:54Now I have got something that's recognizable as a boot.
06:56Let's put a TurboSmooth on here and see what that does.
06:59I am going to get out of Polygon mode and go get our TurboSmooth.
07:06As you can see, the sole which should be hard and sharply defined now look soft and doughy.
07:12Let's use some holding edges to control that edge quality.
07:16We've been using Swift Loop until now for this kind of job, but let's do
07:19something different.
07:20Let me go back to Editable Poly mode, and let's go into Edge mode.
07:24What I want to do is select all of the edges that should be hard.
07:28So I want to pick this one and Shift+Click the one next to it and then
07:35Ctrl+Click this one and then Shift+ Click the one next to it and just keep doing
07:39this until I have selected all of these edges that should be hard.
07:43Let me look around, see if I missed anything.
07:46Need this one here.
07:48Oh, actually I don't need to do this one around here.
07:57I am going to hold down Alt while I click around here. Okay, Good!
08:03In our Edge Selection mode there should be a button called Chamfer.
08:08Let's go find that. All right! Here it is Chamfer.
08:10I'm going to do it with options so we can see what happens.
08:13Now that's a little bit crazy. Let's set everything to 0, just so we can start
08:19from a fresh perspective. And then let's slowly bring this up.
08:35Actually, that's still way too much.
08:37I can actually type in a number that's even smaller than that.
08:39I am going to type in 0.004 and see what that does.
08:43Okay, let's zoom in.
08:48That's actually pretty nice and tight.
08:49I kind of like that.
08:50What Chamfer is doing is it's simply takes the edges that you have selected and
08:54splits them into two.
08:56The smaller the number the closer together the two split edges will be, and the
09:01closer together they are the sharper the edge when it's smoothed.
09:05Okay, let's lock that in.
09:06Okay, let's turn on the end result and see what that looks like with TurboSmooth.
09:12I'm also going to turn off Edged Faces because those are just getting in the way
09:16right now. And let's get out of Edge mode. All right! Great!
09:21That's looking pretty nice.
09:22We are almost done.
09:25I'm not worried about editing the top of the boot because it's going to be
09:28covered by the pants, but let's get the boot mirrored over.
09:32And actually we extracted two boots, but it wasn't doing symmetry so I will just
09:36go into Element mode and select this boot and delete it.
09:39Now we will just use Symmetry to get it mirrored over.
09:42Let's get out of Editable Poly Element mode and then put on a Symmetry Modifier.
09:47All right! Great!
09:52And the pivot point was already in the center, so we don't even have to worry about that.
09:56Let's show Edged Faces because I want to collapse this to an editable poly.
10:02Let's turn off that so we don't lock in the TurboSmooth when we do this, and
10:08I'll just go to Convert To > Editable Poly.
10:12And let's break off the two boots into separate objects.
10:15So I am going to go into Element mode and select one of the boots. And let's see.
10:19Let's go find Detach, and let's call this bootRight.
10:29Let's get out of Element mode here on this one, and we will call the other one bootLeft.
10:36One last thing.
10:37The boots might be sticking through the pants a little bit, so let's unhide the
10:40pants and fix any problems that we have.
10:42I am just going to right-click anywhere and Unhide All.
10:50Okay, so there are a few problems with that.
10:52Let's just go to the pants and use Soft Select to push and pull these pants away
10:56from the boot a little bit.
10:57I will go into Editable Poly and picking Vertex, and let's go to Soft Select.
11:16And we will just move this a little bit so it's not intersecting the boot.
11:43Great! Just go ahead and do the same thing on the other side.
11:46Lots of situations require hard edges with a precise corner.
11:50The skills you learned while making this boot, such as beveling, holding edges,
11:54and flattening surfaces, will come in handy in all kinds of situations like this.
Collapse this transcript
6. Finishing the Model
Putting on the finishing touches
00:003D models are one of the first things created in a CG pipeline.
00:04Everything from texturing to rigging, to animation, to rendering is affected by
00:09how the model is created.
00:11Small little problems in a model can cause bigger problems for other people down the road.
00:16As a character modeler, you want to minimize the number of times that people
00:19later in the pipeline come knocking at your door asking you to make changes.
00:23For that reason, I made this video about how to clean up problem areas in your models.
00:27Depending on who you're working for and what kind of pipeline they have, there
00:31may be different expectations as to what a good model should be like.
00:35However, there are a few things that are common to virtually all 3D
00:38projects. One thing that is a must for character models is removal of all six-pointed stars.
00:44Let's get up close to the face and see what I am talking about.
00:46I'm going to click on Hank and zoom in on the face.
00:50I want to show Edged Faces, so we can see what's going on.
00:55Right here on the cheek, this is what's called a six-pointed star.
00:58That's because there are six edges leading into one single vertex right here.
01:03These are sometimes caused by extruding from two different adjoining polygons.
01:07This star is at the corner of where the eye flow zone and the mouth flow zone meet.
01:14Stars are a problem because when the character is rigged, this one vertex will
01:18have a huge influence over this whole cheek area.
01:21That can result in weird stretching, pinching, or other undesirable effects.
01:26So let's get this one cleaned up.
01:28What we want to do is remove some of these edges that are running through this
01:31vertex, but we also want to keep some of them.
01:35Figure out which edges are most important to the overall edge flow of the character.
01:39So for this character, I think that the most important edge is this one
01:43that runs right here.
01:44Now, it might be different on your model.
01:46It could be different in any other part of the body. And maybe this one isn't
01:52the one most important; maybe there are two that are kind of equally important.
01:55But for the sake of this exercise, I am just going to keep this edge right here
01:58and remove these two and these two.
02:01So let's go into Editable Poly, and I am going to select Edges. And let's just
02:08go in here and select these four edges on either side of the one that I want to keep.
02:12All right! Let's go up to the Edges menu here in the Graphite Modeling Tools and click Remove.
02:19Now what I want to do is cut new edges that bridge across from one side to the other.
02:25Let's see how this is going to work.
02:26Let's go into Edit and get the Cut tool.
02:29I am just going to click here and across to here and here and then
02:37right-click to lock that in.
02:38Now, there is a vertex that's hiding out right here.
02:41It's kind of hard to see, but if we move the mouse over it, it turns this little
02:44icon which tells us that there's a vertex to click on.
02:47So we are going to cut from here to this vertex and then over here and
02:53right-click to lock that in and then one more time from here across the center
02:57and over to here and right-click to lock it in.
03:00Okay, let's get out of Edge mode and turn on the final result so we can see what
03:05this TurboSmooth is doing.
03:06Okay, there are no problems.
03:08Sometimes the Cut tool will accidentally create more vertices than you need, so
03:12you might have to fix up some things in there, but it's actually looking pretty good.
03:16Let's actually tweak a few things, though.
03:18There's kind of a weird little curve right here.
03:20So if I reposition some of these vertices, that might help fix that. And it
03:26looks like I've accidentally got Normal Constraint turned on,
03:30so let's go down here to Edit Geometry and set it to None. Okay.
03:35Now, when I move this, it should be able to more freely. Okay, great!
03:40So that's how to fix six-pointed stars.
03:43You might find that after doing all of this that you picked the wrong edge to keep.
03:47Just undo everything and go back and experiment with keeping different edges
03:51and cutting across at different angles.
03:53Another finishing step is to delete any unnecessary objects, like image planes.
03:58So let's get out of Vertex mode here. I will zoom out.
04:02So we've got these image planes.
04:04They are frozen currently,
04:05so we need to unfreeze them and delete them, because we don't really want to
04:09pass these image planes on to anybody else.
04:11They don't need it.
04:11So I am going to right-click and unfreeze all.
04:15Now we can just select that image plane and delete it.
04:18You'll also want to see if there are any curves left over from creating hair,
04:23or if there are any objects that were used to help make other things but are no longer needed.
04:28You want to clean out anything that doesn't need to go on to the next step in the pipeline.
04:32So I think everything is pretty clean with our character Hank.
04:35Let's just see if there are any stray things.
04:37Let's go into Wireframe mode so we can see through these hair clumps.
04:40I am pretty sure those NURBS curves were cleaned out when we converted them to geometry.
04:46So that happens automatically, and I don't think there's anything else on this
04:49character to clean up.
04:50Something else that you want to do is give everything a name.
04:53Sometimes projects require very specific naming conventions.
04:57But even for more laid-back projects, objects should be given intuitive names to
05:02help keep things organized.
05:03So let's click on the hair.
05:05It's called hairtemp.
05:06Let's actually just call that hair.
05:10Let's see. Hank is called hanktemp.
05:12Let's just call him Hank. So on and so forth, just see if there's anything that needs a name.
05:19It looks like we did a pretty good job throughout modeling this to
05:25give everything names.
05:27Finally, you want to make sure that any mirrored objects get split into
05:31two separate objects.
05:32We did a pretty good job of that as well throughout the modeling process of
05:35breaking objects into two, say, for example, the eyebrows:
05:38when we made one and used symmetry, we broke them into two, so that's good.
05:43Although these steps can feel like busywork, it's good to just get used to
05:47checking them off your list every time you model.
05:49These are some of the most common problems that people later in the pipeline
05:52will have trouble with,
05:54so it's best to take care of them before they ever see the model.
05:57Not only is this important to do to make the model look its best, it also helps
06:01keep your colleagues happy because everything is all neat and tidy for them when
06:05they continue to work on it.
Collapse this transcript
Thinking about artistic appeal
00:00Whether you're designing your character yourself or you are basing it on an
00:03existing concept, there are some ways of thinking about the shapes that can help
00:07you with the character's artistic appeal.
00:10What I want to show you is that there are some principles of good appealing
00:13character modeling that can really help create the best-looking model that you can make.
00:17When it comes to the artistry, don't think in terms of rules, because rules
00:21will always be broken.
00:22These are principles to keep in mind in order to guide the way you think about the model.
00:26The first thing I want to talk about is silhouette.
00:29What does a character look like in silhouette?
00:31Does the character read in silhouette?
00:34The audience often has only a few seconds to see a character on the screen and
00:38won't be able to take in all the details.
00:40A well-defined silhouette will help the viewer to instantly recognize the
00:43character by the overall shape.
00:45So, one way that you can really get a good sense of the silhouette is by turning
00:49on Consistent Colors.
00:51I am also going to turn off Edged Faces.
00:54So in Consistent Colors mode it turns off all of the shading and you just see
00:58the overall shape of the character.
00:59It really helps you to be able to focus on just the outline.
01:03So you can see we have the different parts of the body, like the shoulder.
01:07Different anatomical structures are reading in silhouette.
01:11You should be able to look at his character from any different angle and
01:15instantly recognize that it's this character and not any other character, just by the silhouette.
01:20Okay, let's put it back in Shaded mode.
01:23Another principle is simplicity.
01:26Ask yourself, when adding detail, form, or shape, is this necessary?
01:30What is it adding to the design of the character?
01:33Is the design as good or better without it?
01:36Sometimes you might want to think, less is more.
01:38Don't just add things because it looks cool;
01:40add things because without it the design would be less effective.
01:44So for example, with Hank, we could have gone and put all kinds of muscle
01:48detail in here and just made him totally ripped,
01:51but that would take away from the overall simplistic cartoony nature of his design.
01:56One of the most important focus points of the Hank character is the fact that he
02:00has got this giant, huge upper torso.
02:03So if we went and put extra detail in places like the abs, or really made him
02:08have really detailed hands, that might distract from the fact that he just has a
02:12really big torso and that's an important part of his design.
02:15A related principle is focus.
02:17You want to think about the features that are most important to the
02:20character and emphasize them.
02:22You can also deemphasize the things that aren't important.
02:25If everything is given importance then nothing is important.
02:29You want to give the character a focal point, a hierarchy of importance.
02:33You might want to ask yourself, what feature of the face is most important?
02:36So, for example, on Hank, I think his most important feature is his giant jaw.
02:41By making other parts of the face smaller, it emphasizes how large his jaw is.
02:46So his eyes are relatively small and his ears are relatively small.
02:50You should be able let some parts of your model be the star of the show and
02:53other parts can take a backseat.
02:55The last principle I want to talk about is rhythm.
02:58You should be able to look at the different forms of the model and see a
03:02rhythm to their forms.
03:04So for example, looking at the pec muscles you see there is kind of this
03:07curving shape, and it comes up to the shoulder, and there is just this undulation
03:12and a rhythm to the forms as they move along the character.
03:16Cartoony models especially can be compared to cars.
03:19Because especially in modern cars, there is a rhythm to those as well.
03:23The surface of the car is designed to be impeccably smooth and then the surfaces
03:27are punctuated with crisp edges and sharp lines.
03:30Cartoony characters especially can benefit from this way of thinking.
03:34As you get more experienced to character modeling, you'll find yourself
03:37automatically drawing on these principles as you work.
03:40It will become second nature to evaluate the forms as you model them and ask
03:44yourself if these artistic principles could guide you to improve the character.
03:48Don't get frustrated if at first the model isn't coming out the way you hoped;
03:52this is a skill that can be learned with practice.
03:54Important thing is to keep trying and you'll keep improving over the course
03:58of time.
Collapse this transcript
Recapping the most important concepts
00:00Sadly, we are the end of the modeling portion of this course.
00:03I just want to recap some things that are most important to take away while it's
00:07still fresh in your mind.
00:09These are the general concepts that won't change unless the technology
00:12drastically changes.
00:13They also don't change from software to software.
00:163D polygonal modeling uses the same principles no matter which programs you use.
00:21The first important concept is to understand the reference and know what it is
00:25that the character is supposed to be able to do when animated.
00:28This will inform the level of detail, topology, flow zones, and complexity.
00:34The next thing is to break the character down into flow zones.
00:37Decide which parts of the anatomy should have edge flow that all goes in
00:40the same direction.
00:42This might change once you get into the modeling, but it's a good way to get an
00:45idea of how to get started.
00:47Next, block out the flow zones with basic proportions as simply as possible.
00:52Don't think about detail at this stage.
00:53Rather, think about the big shapes and how they will need to move and work together.
00:57Keeping the polygon count low will make it a lot easier to make changes or move
01:01things around at this stage.
01:03Then add edge loops to flesh out the form, while tweaking it to follow the reference.
01:08The Swift Loop tool is great for this since it adds more geometry to work with,
01:12while maintaining the same edge flow.
01:14Remember to add edge loops with a purpose and then tweak the results as you work.
01:19Continue adding geometry by whatever means necessary to create the proper detail
01:23level, service quality, and any additional objects.
01:27Finally, step back and evaluate the model.
01:30Ask other people for their critiques.
01:32Rework the model as needed.
01:34You may need to take a break from modeling for a few hours to refresh your eyes.
01:37I know that I can fatigued after many hours of modeling, and will sometimes need
01:41to go look at other things before I can keep working.
01:44This helps my mind to look at the model from a fresh perspective when I come back.
01:48As you become more experienced at character modeling, you'll certainly find
01:51your own shortcuts and discover your own ways of doing things and get faster and faster.
01:56Character modeling is a rewarding and challenging discipline that always
01:59leaves me wanting more.
Collapse this transcript
7. UV Mapping
Understanding UVW maps and seams
00:00UVW mapping is something that all models need in order to be textured.
00:04It's one of those odd jobs that isn't quite modeling, but it's not usually
00:08anybody else's job either,
00:10so modelers usually get to do it.
00:12Textures are 2D images that get wrapped around a 3D model.
00:16It's just like a map of the Earth, where a flat image represents the surface of a
00:203D object. And, like a map of the Earth, there are many different ways to cut
00:25it up and display it.
00:26The way that a 3D object is flattened to a 2D space is called UVW mapping.
00:32UV is just a coordinate system, like latitude and longitude, or X and Y. Software
00:37like 3D Studio Max uses the letters U, V and W for texture mapping, because X, Y
00:43and Z is already used for 3D space.
00:45Unlike the rest of this course, this particular chapter only works in versions
00:49of 3ds Max 2012 and newer.
00:52I will be using Max's powerful new Peel Mapping tools.
00:56If you're using Max version 2011 or older, please check out the lynda.com videos
01:00on UVW unwrapping for previous versions of Max.
01:04The first step in creating UVW maps is to cut the seams.
01:08The Peel tool is going to take a 3D model and flatten it out into a 2D map.
01:13So we have to tell Max we need to cut the model.
01:15Every character is different and can require different approaches to UV layout.
01:20With Hank, I will explain why I cut the seams the way I do, so that you can
01:23understand the thinking behind it.
01:25Many times I have to experiment with a few different seam arrangements before
01:28I get it just right.
01:30You basically want to cut the model up so that it can be laid flat.
01:33Imagine the character as a plush doll.
01:36If you wanted to cut the fabric off of the stuffing, you'd need to cut down each limb.
01:40You can even cut entire parts off.
01:42We will be doing something similar with Hank.
01:45Cutting seams is not an exact science.
01:47It's a balance between a few different principles.
01:50One principle is that you don't want to have a lot of visible seams.
01:54You want to try to limit the number of seams so that you can't see them very well.
01:58That's because sometimes texture maps won't be quite exactly the same on
02:01opposite sides of a seam.
02:03By minimizing the visibility of seams, we can hide any problems with textures.
02:08Let's look at some places on Hank where we might want to put the seams.
02:12One good place is to put seams anywhere it might be hid by clothing.
02:15So, for example, around his waist where the pants are or on the backside of the
02:20leg might be a good place.
02:21because it's not in a very visible location.
02:23So let's jump in and start cutting seams on Hank.
02:26Let's go up to the modifier stack and put an Unwrap UVW modifier on it.
02:30Now there are a lot of controls here, and it can be kind of confusing, but there
02:41are just a few that we are going to work with.
02:44Seams are cut along edges,
02:46so let's go into Edge mode.
02:47So I am going to open up the Unwrap UVW subobject mode, and let's click on Edge.
02:52Ones seam that I want to make is along the inside of the mouth.
03:00All of these polygons inside the mouth are less important than the face, because
03:04they're much less visible.
03:06By cutting the mouth out, we give the face much more room in the UVW Map.
03:10So I am going to click on one of these edges here on the inside of the mouth.
03:15And now let me go over here in the palette, up to the top, and there is a button
03:20right here called Loo. And what this is going to is it's just going to select
03:23the entire loop that that edge is part of.
03:26Now we need to cut this edge so that it becomes a seam.
03:29Let's scroll back down here.
03:32Okay, underneath this Seams section here there is a button that says Convert
03:36Edge Selection To Seams,
03:37so I am just going to click that.
03:39Notice how the selection turned blue.
03:42Blue edges are seams.
03:44Let's try a different method of cutting seams.
03:46Go ahead and click on this button.
03:48This is Edit Seams mode.
03:50This let's us cut seams directly, rather than selecting edges first.
03:55Let's go around to the back side of the head.
03:59Let's cut a seam that separates the head from the body.
04:03You can use this tool to cut one seam at a time.
04:06Just clicking on individual edges.
04:12If you accidentally click on an edge that you don't want to be a seam, you can
04:15deselect it by Alt+Clicking on it.
04:18Now I know that this edge that I am selecting is going to be hidden by the
04:21shirt, so it's a nice place to hide a seam.
04:24However, it can get kind of tedious clicking one edge at a time,
04:27so let's try out this other tool.
04:30This is point-to-point seams.
04:33Basically, you just click one vertex and then a second one, and the tool cuts a
04:37seam between the two.
04:38Let's see how this works.
04:39I am going to click once, and let's go around and click one over here.
04:44Now we want this seam to cut all the way around the neck and end up where we started,
04:49so we will just continue around, click on vertices as we go.
04:56Now try it yourself on the rest of the model.
04:58So I am going to skip ahead now see what Hank looks like with all of his seams cut.
05:02It might be a little bit hard to see.
05:08Let me zoom in, so you can see a little bit more clearly.
05:11All of these blue edges are seams.
05:14So I cut across the back and down the arms and actually across all of the
05:19fingers and then down to the thumb.
05:23I also cut up the back of the head and then up to just about close to the forehead.
05:28I also cut across each ear from side to side, and let's see, down the back, and I
05:35also cut across the waist where it's going to be hidden by the pants, down
05:39through the crotch and also down each leg and across each foot as well.
05:44I put seams here because these are all places that are not very visible.
05:48They are either hidden by clothing or they are in parts of the body that you
05:51don't see very often.
05:52We will use the Peel tool to actually flatten this out in the next movie,
05:56but remember that you can always undo the peel and rearrange your seams and then peel again.
06:01That way you can experiment with the seams that work best for your character.
06:05Creating UVW maps used to be one of the most hated and tedious tasks in 3D animation.
06:11Now with tools like this in 3DS Max the task is much easier than it was in the past.
06:16It may not quite make sense to you yet where exactly you should cut the seams,
06:20but as you practice with the tools in the next few movies, you should get a
06:24better sense of how seams relate to UVW maps.
Collapse this transcript
Using Peel to flatten the UVW maps
00:003ds Max's Peel tools are great leap forward over the older methods of creating UVW maps.
00:07It's much faster and easier to use, especially for character models.
00:10I will show you how to use it, along with some UV editing tools, to get really
00:14clean and efficient UV maps.
00:16Now that we've got all of the seams cut on our Hank model, we can click on
00:20the Quick Peel button.
00:22So we will select Hank here. We've got Unwrap UVW open, and Quick Peel is this
00:27little icon with the lightning bolt. And just click on that.
00:30The Peel tool has popped open the UV Editor to show us the result.
00:35There is lots of buttons here, but only a few that we really need to work with.
00:39Peel has flattened out the model and broken it up into different sections based
00:43on where we cut the seams.
00:44Right now some of the sections are overlapping each other.
00:47The UV Editor has a quick way to space them all out more neatly.
00:51Go down to the Arrange Element section of this palette and click the button Pack Normalize.
00:58Basically, this button is going to position and size all of these sections, or UV
01:02Elements as Max calls them, so that they don't overlap and so that they have a
01:06size that is proportional to the size of the geometry that they represent.
01:11In the UV Editor we can select individual vertices, edges, and polygons to move,
01:16rotate, or scale them.
01:17For now I just want to deal with entire elements as a whole.
01:20So let's move this a little bit so we can see all of the buttons.
01:25Down here is a button called Select By Element UV Toggle.
01:29Let's turn this on.
01:30Now when we click in the editor it's going to select entire elements, rather than
01:34individual vertices or edges.
01:37Peel and Pack Normalize have done a pretty good job of laying out the UVs, but
01:41we can manually make it even better.
01:43You can see that there is a good chunk of space in our texture that's not being
01:46used--all of this space around each element.
01:49Let's move, rotate, and scale to get the elements using the space better.
01:54I like to get the biggest piece first and then work my way down to the smallest elements,
01:58so I am going to hit R to go into Scale mode and I am just going to scale this
02:02up so that we can fill the space little bit better.
02:05If we hold down Ctrl while you're scaling, it'll scale proportionally
02:10so it doesn't stretch it out in an extra dimension up or down.
02:12And I will just hit W to go into Move mode and we will just make sure this fits
02:17nicely inside this texture space.
02:19I actually enjoy this part of the process a lot.
02:21It's like playing Tetris or packing a suitcase.
02:24Okay, maybe it's not that much fun.
02:26Either way it can take some experimenting and rearranging to get the most out of the UV space.
02:30Let's see, this one is a little bit smaller than the head.
02:35I will get these two out of the way. And let's move the head and see if we can
02:39fill in the space with it.
02:45Using the space efficiently is important, especially for real-time 3D
02:49applications like games.
02:51That's because every pixel of your textures takes a precious memory, and that
02:55should be contributing to the look of the character.
02:58Every bit of space that's wasted is just dead weight.
03:00Let me arrange these a little bit more.
03:03You can scale some of them up a little bit, but you probably don't want to
03:06scale them too much, because then some parts of the texture will have more space than others.
03:11There's one thing to keep in mind is that you don't want these different
03:16elements to be overlapping each other, and you also don't want to have them go over the edge.
03:23This is good enough for now.
03:25In the next movie I will show you how to fine-tune things and fix issues in
03:29specific parts of the elements.
03:30Laying out the UVW maps is something that almost always needs to be done on any model in 3D.
03:36If it's going to be textured, rigs, or animated, chances are that you as the
03:40modeler are going to have to create these layouts before passing the model any
03:43further down the animation pipeline.
03:46A good layout goes a long way towards making a model look its best.
Collapse this transcript
Dealing with UVW maps across multiple objects
00:00Unwrapping UVWs for a single object is easy enough, but how do you deal with a
00:05character that's made up of many objects, like our Hank here?
00:08There are many different things to take into account when creating UVW maps for
00:12a character like this.
00:14It can often be a good idea to place multiple objects into a single UVW space so
00:19that you don't have to deal with a different texture map for each object.
00:23On the other hand, sometimes a character will have a variety of clothing or
00:26props that should each have their own textures, making it a necessity to give
00:30each object their own UVW space and textures.
00:34For Hank, we'll combine all of the anatomical objects, like the body, eyes,
00:38teeth, and hair, into one UVW map and then put all the clothing into a different UVW map.
00:44So we've got Hank here with all of his parts.
00:48One obstacle to using Quick Peel is that some objects might already have UV seams.
00:54When an object is made from a cube for example, it keeps the automatically
00:58generated seams that come with the cube primitive.
01:01We need to get rid of those seams before we can make our own.
01:05Let's click on one of the eyebrows and give it a UV Unwrap Modifier.
01:17And I'm just going to hit Z to zoom in on this eyebrow.
01:22It might be hard to see in this video, but you can see what these green lines on
01:26some of these edges that there are already seams on this object, and they're
01:31running in places where I really don't want them to be.
01:34Let's delete this Unwrap UVW Modifier.
01:39Before we go any further, we're going to put a UVW Map Modifier on it.
01:47With this modifier, we can create very simple UVWs based on a planar projection.
01:53It also eliminates existing seams.
01:55So it's just set to Planar and there's really nothing else we need to do, because
01:59we're going to cut our own seams later.
02:01But basically we want to eliminate existing seams, and that's what this is going to do.
02:05Now we can go back and add the Unwrap UVW Modifier.
02:10Now let's select some edges along the back side of the brow and convert those to seams.
02:15So let's go into Edge mode, and I'm just going to select some of these edges that
02:20are hard to see along the back side.
02:22So I just clicked one--
02:24let's convert that to a loop--and then I'll go down and convert that
02:29Edge Selection to Seams.
02:31Now click Quick Peel. Cool!
02:33Quick and easy UVs.
02:35Moving on, let's learn how to transfer UVWs from one object to another. It's very easy.
02:40Let's close out of the Edit UVWs for right now, and let's get a view so we
02:45can see both eyebrows.
02:46Now I want to transfer the UVWs that I made for one eyebrow onto the other.
02:51All you do is go up to your modifier that you want to transfer and click and
02:56drag it onto another object that has the same polygons.
03:00Usually this only works if one object is a duplicate of the other.
03:04That way you know they have the exact same polygons.
03:06Just to make sure it worked,
03:08let's open up the UVW Editor on the right-hand brow. All right!
03:11It looks like it's got the same UVs that the other brow has.
03:21Now let's look at another case.
03:23The teeth were created to be instances so that anything you do to one of them
03:27happens to the others.
03:28Let's put an Unwrap UVW Modifier on one of the teeth and do a quick-peel.
03:38Let's get out of the Unwrap UVW for the brow really quick and click on a tooth.
03:45The teeth are so simply shaped that I don't even need to cut seams or
03:49anything like that first;
03:50Quick Peel will just flatten them right out.
03:52Let me zoom in a little bit on this so we can see it better. All right!
04:08There is the tooth. I'll close out of UV Editor right now, and let's click on a different tooth.
04:13I'll make sure we get out of Vertex mode for that first tooth.
04:20We can select another tooth, and we see that it's got the exact same Unwrap UVW Modifier.
04:25That's because it's an instance.
04:27So what I'll do is look at its UV Editor and see that it's got the exact same layout.
04:34Let's look at the hair now.
04:40The hair is all one object, but each clump was created independently,
04:44so we can't just unwrap one clump and copy it to all the others.
04:49To save time, I already cut seams down the length of each clump so that I
04:53can unwrap it flat.
04:55Let's take a look at this.
04:56So these blue lines are seams where I've already cut.
04:59Notice I tried to hide them in places where it's not easy to see.
05:03There's just one clump left to do.
05:07So let's go into Edge mode in the Unwrap UVW Modifier and click on the one edge
05:12of this clump right here.
05:14So Edge mode. And let's find an edge that's difficult to see from the front.
05:23This one is nicely hidden back here.
05:27Let me select the entire loop, and I'll go down to Convert Edge Selection to Seams.
05:35Now let's run Quick Peel.
05:39Now all of these hair clumps are kind of overlapping right now,
05:42so let's use that Pack Normalize button to space them out. Looking great!
05:47Now let's learn how to combine all of the anatomical objects into one single UVW map.
05:52If we combined all of these elements into one UVW space right now, these hair
05:57clumps will be overlapping the body clumps and they'll just get in the way of each other,
06:02so I want to just select all of these UVW elements right now and get them out of the way.
06:08I'm just going to Drag+Select over everything and just kind of move them off to the side.
06:14One last thing before we bring it all together: let's put a simple UVW
06:18projection on the eyeballs.
06:19Let's get out of Edge mode for the hair and take a look at the eyes.
06:26We won't ever see the back side of the eyeballs, so we can just simply project the UVs.
06:32And I want to give it a UVW Map Modifier.
06:38If we change the display mode to Wireframe, it might be easier to see.
06:42So there is the little brown box.
06:46That's a planar projection in the Z axis, and that's going to work great.
06:50Let's switch this back to Shaded mode.
06:52Go ahead and use what you've learned about cutting seams and Quick Peel to
06:56unwrap UVWs for the gums and the tongue.
06:59So let's get all of these anatomical objects together in one map.
07:02I'm going to zoom out and select everything that's part of his body.
07:06It looks like everything else that's not selected is clothing, so that's good.
07:14Now with everything selected we just add an Unwrap UVW Modifier.
07:23Notice that this title of the modifier is italicized.
07:27That means that it's going onto multiple objects at once.
07:31Now let's just open up the UV Editor. Wow!
07:35It looks like a big jumble.
07:37Let's use the Move, Scale, and Rotate tools to arrange all of these
07:40elements into place.
07:42So I'm going to move this window so I can see things better.
07:46Let's click by Select By Elements, and I'm just going to move some of these
07:49things out of the way so they're not all overlapping each other.
07:57Now we just need to get all of these elements fitting into that
08:00checkerboard space.
08:01Now a lot of these can be scaled down.
08:03For example, this is the eyes, and that's a lot bigger than the eyes are relative
08:08to the other pieces of geometry,
08:09so I'm just going to go into Scale mode and hold Ctrl and just scale this down.
08:23Then we just move this into place.
08:24It doesn't really matter where you place it;
08:28it usually works better if you put things in the smallest place where they can fit.
08:34So if I just zoom in here, you see maybe there's even a better place to put it right here.
08:41Then individual hair clumps can go into place.
08:44If you're not sure what one of these elements corresponds to--like this thing
08:48right here, if you can't remember what that is--if you slide the viewport over,
08:53anything that you select in the UVs will highlight here on your model.
08:57So you can see, okay, that's the brows.
08:59So I'm just going to scale the brows in because they're not as big as everything else.
09:15I'll just keep refining this.
09:16I'm going to go ahead and stop it there, because from here on out it's just
09:32a matter of scaling things and moving them around to find the best position for everything.
09:37Go ahead and do the same process for all the clothing pieces as well, giving
09:41them their own separate UVW space.
09:44You can cut seams, use Quick Peel, and then combine and arrange.
09:48Laying out UVs is actually an enjoyable task for me.
09:52You get to just move pieces around and fit them together like Legos.
09:55Fit the big objects in the UVW space first and then fit medium-sized pieces next.
10:01Finally, the small pieces can go and fill in the little gaps.
Collapse this transcript
Refining the UVW layout
00:00Now that we've got the UVWs roughly placed, it's time to work out any problems.
00:05We need to make sure that there aren't any overlapping polygons.
00:09There also shouldn't be any polygons that extend past the checkered area.
00:13We'll use several different tools within the UVW Editor, such as soft
00:17selections and the Relax tool.
00:19So we've got Hank here.
00:21Let's go in and select all of his anatomical objects.
00:24I am going to select these things one by one, because we actually don't need to
00:29select things that are instances.
00:31So the teeth are instances of each other, so I am just going to select one
00:35tooth; the gums are instances, so just one gum; and let's see if I can sneak in
00:40here and grab that tongue. Okay, it selected the tongue. Let's also get the
00:47eyeballs and the eyebrows.
00:50Now if we ever deselect all these and want to come back to them, it might be
00:54tedious to go and select them all individually again, so what we can do is
00:57create a selection preset.
00:59So if we go up here and click in this box, you can type in a name--
01:03let's call this anatomy--and just hit Enter.
01:07Now if you deselect it, you can go up here and click the dropdown and click
01:12anatomy and it's going to go back and select everything that you had selected
01:15when you created that preset.
01:17Okay, let's open up the UV Editor.
01:19Here is all of our work from before.
01:27I've got all the elements packed into the same UVW space.
01:31However, there are still a few things to work on before I'd call it finished.
01:35Let's zoom in on the face.
01:42Notice how the eyes, mouth, and nostrils are overlapping.
01:47Quick Peel does a great job in most places, but it has trouble getting the
01:50highly detailed areas around holes to flatten correctly.
01:54This used to be a tedious job to fix all of these polygons by hand.
01:58Thankfully, Max has a feature called Relax that will straighten this all out.
02:03Let's go ahead and maximize this so we can see as much as possible. And let's
02:07make sure that we turn off Select By Element because we want to drag a selection
02:12over individual polygons. And let's go in and just select this part of this eye
02:17right here where things are kind of getting all tangled up.
02:22Now we go up to the Tool menu and click Relax.
02:25There are several settings to control the underlying math of what Relax can do,
02:30but there's really only one setting that I use for the most part.
02:34By all means play around with the different controls to get a sense for how they work,
02:38but I tend to just ticked with Relax By Centers.
02:42So if you click this dropdown, there is a Relax By Centers option.
02:46Also, the effect is usually way too strong, so I usually bring down Iterations
02:50to just one and I also like to set the amount of relax to 0.01.
02:57Depending on how fast your computer is, you might have to set this a little
03:01bit higher or lower, but let's click Relax and see what happens.
03:17This Relax type can get out of hand if you're not careful, but it looks like
03:21it's doing a pretty good job.
03:22When it looks like everything is untangled, go ahead and click Stop Relax.
03:25Let me zoom in and make sure it did a good job.
03:31Okay, it looks like nothing is overlapping. That's great!
03:34Sometimes things will still be tangled.
03:36In that case, I'll just drag a selection over whatever is still giving me
03:40problems and run Relax again.
03:43Go ahead and do the same for the other parts of the face. Then we'll move on to
03:47fixing other problems.
03:54The UV Editor has a Soft Select feature that works a lot like Soft Select
03:59in regular 3D mode.
04:01Let's use it to fix this little overlapping issue that we have between
04:04two of these elements.
04:06You see that one of these elements is overlapping the other.
04:09Let's click on one of these vertices that's overlapping, and we'll go down here
04:13and turn on Soft Selection.
04:15Then we also need to increase the tolerance of this Soft Selection.
04:20Now I am just going to go into the Move mode by clicking W, and let's move this off of here.
04:31You could just move that one vertex without Soft Selection, but the problem with
04:35that is that it would be deforming just one polygon while leaving all of the
04:39others around it untouched.
04:41That can cause any textures applied to be stretched in a weird way right there.
04:45By softening the selection, we make any edits less noticeable by spreading them
04:50out over more polygons.
04:51Another way to use Soft Selection is to help use up more UV space.
04:56Right now, there are gaps between a lot of the elements, and that's just wasted space.
05:00We can tug around of the UVs to make better use of all our texture space.
05:04So let's see, there is some open space right here.
05:07You might just select some of these vertices. And I am going to drag this over to
05:12fill up this space a little bit better.
05:13Don't worry about filling 100% of the gaps.
05:24There should be a least a little space between elements.
05:27You also don't want to drastically warp the elements because that can cause the
05:31textures to get distorted.
05:32Just a casual pushing and pulling to get back some of this open space is what we need.
05:37One of the last things to look out for is any polygons that are crossing over
05:41the checkered space.
05:43Let's see if there's any. Okay, there is one right here.
05:46I am just going to use Soft Select to nudge this back into place.
05:50Let's decrease the effect here so that we are not moving quite so many vertices at once.
05:54See, I am going to type in 0 and then change this just a little bit at a time,
06:09because it looks like the effect was happening way too drastically.
06:11All right, let's go into Move mode and nudge these up.
06:28And maybe I might move some of these vertices individually without soft
06:32selection as well, just because they need to move just a little bit.
06:36When you are done with this, go ahead and practice the same thing with the clothing UVs.
06:40There is a lot more buttons here that you could push when it comes to laying out
06:44UVs, but I rarely have a need to use them.
06:47What I've shown in this chapter is all you need to do for 98% of UV layout work.
06:52From here, a texture artist could paint color and bump maps.
06:56Having the UVs laid out officially goes a long way towards making textures
07:00look good.
Collapse this transcript
Conclusion
What's next
00:00You've reached the end of the character- modeling process in 3ds Max, but there
00:04are so many great places to go from here.
00:07lynda.com offers lots of great courses to help you get to the next level.
00:11You can learn about shading the character with the textures and materials course
00:14by Steve Nelle, or you could brush up on the basics of animation within his
00:18Essential Training course.
00:19There are also lots of great communities online where people are helping each
00:23other with the finer points of modeling, such as cgsociety.org.
00:28Cgsociety is a great place where artists get together and create artwork and
00:33share it with each other.
00:35They also share tips on how to make their work better.
00:38Here you will also find news and events within the computer animation industry.
00:43Thanks for watching this course.
00:44I hope you gained some insights into character modeling that will benefit
00:48you for years to come.
Collapse this transcript


Suggested courses to watch next:

3ds Max 2010 Essential Training (15h 36m)
Steve Nelle


3ds Max 9 Modeling (13h 33m)
Steve Nelle


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked