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Modeling a Character in 3ds Max
Illustration by John Hersey

Building the hips, legs, and feet


From:

Modeling a Character in 3ds Max

with Ryan Kittleson

Video: Building the hips, legs, and feet

The hips are another area that require special attention, because of the way the legs can move in complex ways. We'll be setting up a flow zone for the hips that follows major creasing and bending angles. Let's look at what it is we are trying to accomplish with the hips. I am going to zoom in here and hit Alt+W to go see the reference full screen. Notice the diagonal nature of the edge flow with the hips. This is because the legs rotate around the angle that goes from the crotch up to the hip. Creases also form along this line, so it's natural to put the edge flow in that direction.
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  1. 7m 36s
    1. Welcome
      1m 2s
    2. What you need to know before watching this course
      52s
    3. Overview of the design process
      3m 26s
    4. Using the exercise files
      2m 16s
  2. 40m 7s
    1. Extruding edges and faces
      7m 42s
    2. Using Paint Deform
      8m 58s
    3. Working symmetrically
      5m 32s
    4. Using TurboSmooth
      4m 39s
    5. Setting up the image planes
      8m 28s
    6. Exploring edge flow
      4m 48s
  3. 1h 15m
    1. Creating the basic facial structure
      5m 26s
    2. Creating the basic facial features
      8m 51s
    3. Making the head and neck
      7m 55s
    4. Refining the mouth
      11m 24s
    5. Shaping the eyes
      10m 53s
    6. Building the nose
      6m 45s
    7. Crafting the ears
      6m 9s
    8. Making the teeth and gums
      10m 4s
    9. Modeling the tongue and eyebrows
      7m 43s
  4. 44m 38s
    1. Modeling the upper body
      9m 45s
    2. Building the hips, legs, and feet
      5m 8s
    3. Constructing the palm and thumb
      7m 14s
    4. Making fingers and finishing the hand
      7m 53s
    5. Fleshing out the body
      9m 22s
    6. Attaching body parts with different numbers of edges
      5m 16s
  5. 13m 39s
    1. Drawing the NURBS curves for hair
      4m 11s
    2. Sweeping the NURBS curves into polygon objects
      3m 32s
    3. Sculpting the polygon hair clumps
      5m 56s
  6. 49m 54s
    1. Modeling the pants
      7m 16s
    2. Making wrinkles in the pants
      9m 0s
    3. Modeling the belt
      5m 30s
    4. Making the belt loops
      6m 35s
    5. Creating the shirt
      9m 33s
    6. Making the shoes
      12m 0s
  7. 12m 7s
    1. Putting on the finishing touches
      6m 7s
    2. Thinking about artistic appeal
      3m 59s
    3. Recapping the most important concepts
      2m 1s
  8. 27m 24s
    1. Understanding UVW maps and seams
      6m 28s
    2. Using Peel to flatten the UVW maps
      3m 50s
    3. Dealing with UVW maps across multiple objects
      10m 5s
    4. Refining the UVW layout
      7m 1s
  9. 51s
    1. What's next
      51s

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Modeling a Character in 3ds Max
4h 31m Intermediate Aug 30, 2011

Viewers: in countries Watching now:

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
Subjects:
3D + Animation Modeling Character Animation
Software:
3ds Max
Author:
Ryan Kittleson

Building the hips, legs, and feet

The hips are another area that require special attention, because of the way the legs can move in complex ways. We'll be setting up a flow zone for the hips that follows major creasing and bending angles. Let's look at what it is we are trying to accomplish with the hips. I am going to zoom in here and hit Alt+W to go see the reference full screen. Notice the diagonal nature of the edge flow with the hips. This is because the legs rotate around the angle that goes from the crotch up to the hip. Creases also form along this line, so it's natural to put the edge flow in that direction.

Let's go into the Perspective view. I will continue building from where we left off in the last video. Go ahead and select the edges at the waste and continue extruding them down to the hips. I'll hit Q to go into just Select mode, so we don't have that thing in our way. All right, I am just going to Shift+Move down to extrude these edges, and let's tweak the vertices to fit the reference better.

So notice how I've got the edges lined up with crease that forms from the crotch that goes up to the hip. I also want to take a look at the back side. There is also going to be the same line that forms the crease underneath the buttocks, so I am actually going to make this line a little bit more horizontal here. I'll tweak this shape and make it a little bit nicer. Now on to the legs. We can't really extrude legs out of what we have right now, because there's no divider in the crotch that would separate the two limbs. Let's make some new edge loops so that we have a place to build the crotch.

I'm going to get out of Vertex mode, and let's go up to Graphite Modeling Tools > Edit and get Swift Loop. And I just want to create a new loop, kind of up the middle of the chest, down to the crotch on the front side and then also on the backside, and then kind of down the spine. Now let's use the Bridge tool to make a new polygon across this gap. Let's go into Edge mode here, and I'll hit W to get out of Swift Loop mode, and let's just select these two edges down here along the crotch.

And let's go up to Edges and Bridge. All right, it just created a nice new polygon right there in between. I want the crotch to bend downward as it goes back, so I'll add a loop in the middle and tweak it. So go back up to Edit > Swift loop, and we'll just put a loop roughly here in the middle. And we'll go into Move and just scoot it down, so we get a nice little bend in the middle of the crotch. Great. Now there's a place from which we can extrude the leg. Let's go into Border mode and select this open edge here. I am going to go into the Front view and just hold Shift as I move this down, to extrude down to the knee.

I want to get rid of this angle, so let's go into Scale mode and I am just going to scale this down to flatten it. Let's make sure it lines up in the different views. Okay, looking pretty decent. Now let's extrude once more down to the ankle. And I'll just scale it a little bit more to fit it to the reference. Now I am going to extrude once more down to the bottom of the foot. And I'll use scale here to flatten it out.

So it might have a little bit of an angle to it still. I am just going to make it totally flat. Let's see the bottom of the foot here from Perspective view. Okay, so it's open. We need to fill this. So let's go up to Geometry (All) > Cap Poly. Now we just filled in that whole at the bottom. Let's finish up the foot by extruding the front-most polygon. I am going to go into Polygon mode, and let's go ahead and pick this polygon right here, and we'll just extrude it forward. All right, let's just tweak this shape.

It's looking a little bit weird. I'll just select a few vertices and shape this so it looks a little more like a foot. Okay, it's pretty blocky, but we are going to be doing much more refining in later movies. The important thing is that we've got the flow zones nailed down at this point, so adding more edge loops in the future is going to be a breeze. Again, this method is ideal for the majority of character designs, but it may need to be simplified or augmented for more extreme needs.

By understanding how the edge flow of the hips relates to the anatomical structure, you can also better create all kinds of limbs on fantasy creatures or any other type of design.

There are currently no FAQs about Modeling a Character in 3ds Max.

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