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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.
All right, on to the belt loops. I am going to use some more extracts and Shell Modifiers here. There are also some fancy tricks that you can use to fix pivot points and rotations that get out of control. We'll be basing the belt loops off of the belt. Let's zoom in on it and select it. Let's turn on the Edged Faces so we can see what we are doing better. I am going to go into its editable poly and select Polygon mode, and let's just Ctrl+Select some of these polygons from top to bottom here on the belt.
I'll use Shift+Move to extract these polygons into a new object, but first I want to make sure that the movement is constrained to the surface normal. So let's go back down to Edit Geometry and set the Constraints to Normal. Okay, it's already there, so that's good. And let's just go into Move mode and hold down Shift while we move it. All right, so it's pulling a new object up off the belt. Let's clone to a new object, and we'll call it loop. Okay, that's set.
Now to give it some thickness with Shell. I am going to get out of the belt's Polygon mode, so we can select this new belt loop. And let's go up to the Modifiers and pick Shell. And it looks like it's already giving a pretty good result. I am just going to change the Inner Amount to something lower, something a bit more like that. Okay, now to tweak the shape a little. It's a bit too wide for a belt loop, so let's lock in the Shell Modifier that we made: right-click, Convert To > Editable Poly. And let's select the polygons on the side now.
I am just going to Ctrl+Click all of them. I am going to hit Z to zoom in on this, and we'll just move these a little bit closer to the other side of the belt loop here. All right, that's looking pretty good. Now let's put a TurboSmooth on this to round it out. I am going to get out of Polygon mode here, and let's add the TurboSmooth.
Now let's make some copies of the belt loop all the way around the pants. So I am going to go into Move mode. And it looks like we need to move the pivot point up to the center of the belt loop, so I am going to go into Hierarchy > Affect Pivot Only and Center To Object. And now we can go out of the Affect Pivot Only mode. We'll make all of the belt loops on one side and then use symmetry to copy it over to the other side. So I am just going to Shift+Move this one belt loop.
I'll just move it over here. And actually let's make them instances so if I change one the others change as well. And let's make two copies. Now it's just a simple matter of moving these different loops around and rotating them or whatever you need to do to get them placed nicely on the pants. I hit Z to zoom in on this. It might be kind of messy, but I am just going to rotate this and push it into place. I am going to tweak this a little bit more.
There are just a few extra adjustments I want to make. And let me just take a look all the way around, make sure that's working all right. Okay, pretty good. Let's do the other one.
Let's take a look at this from over here. And I'll just keep refining this. Okay, that one is pretty good too. Now I want to combine all of these loops into one object. So let's lock in the TurboSmooth for all of these. I am going to right-click and Convert To > Editable Poly on all three of these loops.
And now here in Editable Poly let's go find Attach. Let's click that and now click on the other two belt loops. Now they are all part of one object. Now before we use Symmetry, there's one problem we are going to have to fix. Symmetry is based on the object's pivot point, and since we've been moving and rotating and making all kinds of changes to the angle of these belt loops, the symmetry will be all out of whack. So we need to base the symmetry off of an object that's already centered to the grid. I am going to create a new primitive that's centered in the middle of the grid.
So I am going to zoom out here so I can see it better. I am going to go to Create, and let's just make a sphere. I am going to hit S to turn on Snaps and just grow the sphere right out of the middle. It doesn't matter how big I make it. Now I am going to right-click to lock that in and hit S to turn off Snaps. Now I want to convert this to an editable poly, and I want to attach the other belt loops to it. So I've got Attach, and now I'll just go click the belt loops.
So now, all of these belt loops are part of the same object as the sphere. Right-click to lock that in. Now let's get the symmetry put on here. By default, Symmetry goes from the left side of the character to the right side, but we built the loops on the right side, so we are going to need to flip this around. So in the Symmetry Settings click on Flip. Now it's going to do it the other direction like we want it to. Great! Let's lock all of this in by converting to editable poly.
Let's go into Element mode so that we can select just the sphere, and delete it, because we don't need that anymore. And now we are done with the belt loops. Along with some practice of things you've already learned, this movie covers a cool trick that can help you get out of a jam. There will be lots of times when an object has been rotated and you'll need to reset its orientation to be in line with the grid. Using the techniques shown in this video will really prevent a lot of headaches when models get complicated.
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