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Modeling a Character in 3ds Max
Illustration by John Hersey

Crafting the ears


From:

Modeling a Character in 3ds Max

with Ryan Kittleson

Video: Crafting the ears

Most human ears are almost identical in the real world, but when it comes to cartoony stylization, the ears are one of the most varied parts of the body. They can be complex and detailed, or they can be nothing more than simple nubs that stick out from the head, or they might be done away with altogether. This video will show you one way to make a middle-ground ear--one that's pretty common in cartoony animation. After learning these techniques, you should be able to modify them to make almost any kind of ear you want. I want to start out making the ear as a separate object that I'll then combine to the head when it's done.
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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

Crafting the ears

Most human ears are almost identical in the real world, but when it comes to cartoony stylization, the ears are one of the most varied parts of the body. They can be complex and detailed, or they can be nothing more than simple nubs that stick out from the head, or they might be done away with altogether. This video will show you one way to make a middle-ground ear--one that's pretty common in cartoony animation. After learning these techniques, you should be able to modify them to make almost any kind of ear you want. I want to start out making the ear as a separate object that I'll then combine to the head when it's done.

Let's start out making a box, and we'll position it over the ear in the reference. Let's go up to the Create panel and click Box. I'll just click and drag in the front view and click again once we got a nice size of that box and then right-click to lock it in. Let's use Rotate and Move to get this looking a little bit more lined up with the reference. It's kind of got an angle to it. I'll use the Move tool here. Let's move it into place. All right! That's pretty close. One thing I want to do is turn on Edged Faces, so I'm just going to right-click here and click Edged Faces.

It's going to make it easier to see what we're doing. So we've already got an opening in the head, so let's make an opening in the ear so both of them can connect together. I am going to convert this box to an editable polygon. Now, let's go ahead and make a little bit of a stalk that's going to connect the ear to the head. So I'm going to select this polygon right here and extrude it out once. It looks like it's a little bit unwieldy.

It's kind of hard to get a nice graceful extrude off of that, so let me just undo that and use the Settings here. Let's kind of dial this back to something that's more manageable. I will just hit R to go into Scale mode and just kind of shrink it a little bit too. Actually, let me lock that in first, and then I'll shrink it. All right! Then I'll just hit Delete to get rid of that. So now we've got an opening in the ear. Now, to put some detail in the ear. Let's select the big front-facing polygon and use Insets to give it some more geometry.

So we're already in Polygon mode. I'll select that one right there, and let's go to Inset with Settings. It's a little bit crazy right now, so let's just dial this back, set it to 0, and just slowly bring it up a little bit more. All right! That's pretty good. I'll apply and continue, do that one more time. Looks like it did it too much there. All right! I'll hit OK to lock that in. So now we've got some more geometry that will give us some vertices and polygons to play with, to make the shape of the inner ear a lot better.

Let's extrude some of these polygons inward, so we get kind of a C shape in the ear. I'm going to go to Move mode and just Ctrl+Click some of these polygons so that we can extrude them inwards. Let's go use the Extrude with Settings and set this to a negative number, because we want kind of an indentation right here. All right! That looks good. Let's lock that in. Now, I want to see what this looks like with a TurboSmooth on it. Let's get out of Polygon mode and then add a TurboSmooth to the stack. All right! That looks pretty interesting.

With the TurboSmooth on, let's go back to Editable Poly and just modify the shape of this a little bit. It's looking a little mechanical, a little cold, so let's put a little bit more interesting shape into it and make sure we turn on End Result. I just want to tweak some of these vertices. So let's make sure we're in Vertex mode, and I'll just select some of these and tweak the shape around a bit. I also might want to use some paint deformation to get the shape looking a little bit smoother.

So I'll go to Freeform > Paint Deform, and I'll turn on Relax and just kind of work out any weird things that might be happening here. Okay, let's get this ear attached to the head. In order to do that, we need to make sure that the opening in the ear has the same number of edges as the opening in the head. Now, with the TurboSmooth the ear has eight edges around the opening. I know that head also has eight edges, but let's lock in the TurboSmooth to make sure those eight edges stay on the ear. So I'll just right-click on it and Convert To > Editable Poly.

To make the head and the ear one object, we need to attach them, so let's click on the head and go down to Attach. Just click Attach and then any other objects that we select will get added to the head object. Now, the ear is part of the head, and we'll just right-click to lock that in. Now, let's sew up the gap between them. It's kind of hard to see what this jumble of lines everywhere, so let's make sure we turn off See-Through. Now, we need to close up the gap between the ear and the head, so let's go into Vertex mode.

In order to close up the gap, let's use Target Weld. Simply click Target Weld and then click and drag from one vertex to another, and it automatically snaps the first vertex to the second. I'm just going to go through the whole gap here and just keep doing that. Let's go into full screen here, so we can see more up close what we're doing. It looks like there is just one more to do. Okay, great! Now that the surface is welded and shut, you can go in and tweak things to make it look better, or use Paint Deform to clean up any weird kinks that there might be in the mesh.

But there is the ear sewn together. That's all done. When doing cartoony modeling, you'll often find that the simplest and easiest approach is the best. Making this ear is bare-bones basic, but it gives a good toony result that can be modified into lots of different ear shapes.

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