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Modeling the belt

From: Modeling a Character in 3ds Max

Video: Modeling the belt

Modeling the belt is another opportunity to practice some modeling tricks that go beyond the basic tools. Again, we can base the belt off of the existing pants model so that we can be guaranteed that it will fit perfectly. This is a cartoony character so I'll be simplifying things, rather than going for realism. My first thought when going to make the belt might be to extract some of these polys that are going around the waist. Let me turn on Edged Faces to show what I'm talking about. So I can grab some of these polygons right here around the waist of the pants; however, the edge loops in this area aren't evenly spaced.

Modeling the belt

Modeling the belt is another opportunity to practice some modeling tricks that go beyond the basic tools. Again, we can base the belt off of the existing pants model so that we can be guaranteed that it will fit perfectly. This is a cartoony character so I'll be simplifying things, rather than going for realism. My first thought when going to make the belt might be to extract some of these polys that are going around the waist. Let me turn on Edged Faces to show what I'm talking about. So I can grab some of these polygons right here around the waist of the pants; however, the edge loops in this area aren't evenly spaced.

If I were to extract these polygons, the belt would have uneven height. In this case, I'll first extract from a piece that I know to be even. The top edge of the pants where I extruded inwards for thickness has a uniform width, so let's select that ring of polys. I'm going to go into Editable Poly mode and go into Polygon mode, pick one of these, and then Shift+Select one next to it. Then we can extract these into a separate object. Go into move mode by hitting W and then just Shift+Move them down a little bit.

And I want to clone them to a separate object. I'll call this belt. Now we need to scale it just a little bit bigger so that it's larger than the pants. We need to get out of Polygon mode and then select the object that we just made. Hit R to go into Scale mode. Now when we extracted, it created a new pivot point here at the center of the world. So what I need to do is move this pivot point so that it's more centered around our belt objects. So go into the Hierarchy panel here, Affect Pivot Only, and we're going to center to object.

We can turn this off now. Now right now we're ready to scale. And now we'll to scale this out. It looks like Max accidentally got in a mode that I don't want it to be in. The scale is set to Select and Squash. So I'm just going to change this now to the normal scaling mode so that it scales uniformly in all directions. I'll just make this a little bit bigger. And it looks like I might want to move it back a little bit too.

Let's see how this looks all the way around. Pretty good. This is going to be the top edge of the belt. Now to get the height of the belt. I'll get that by using a Shell Modifier. The Shell Modifier takes any polygon surface and basically extrudes the whole thing to give it a thickness. So I'll find Shell in here. And it looks like it shot it up in the wrong direction, so let's go into the parameters here. Let's bring the Outer Amount all the way down to 0. And actually we want to make the shell go in the other direction, so I'm just going to bring up Inner Amount and go ahead and set it to a height that basically looks good for a belt.

That's pretty good. Let's tweak the shape of this so that it fits the pants a little bit better. I want to lock in the Shell Modifier, so let's convert it to an editable poly. Now I can go into Polygon mode and select the ring of polygons around the bottom edge. So I'm going to select one and then Shift+Select one next to it. Now I can move this forwards or backwards or however I need to to get it to fit the pants better. So it looks like I might need to scale a little bit in this direction and actually maybe widen it a bit too.

There may be some places where the pants are poking through the belt or the belt through the pants. This would be a good place where you could go use the Paint Deform tools to push the pants in a little bit so that they're not intersecting with the belt. For now I'm just going to put it a TurboSmooth on the belt to see what it looks like smoothed out. So let's get out of Polygon mode and go get the TurboSmooth. It looks like the belt rounds out a little too much and gets kind of soft and mushy. We can fix that by adding some holding edges like we did with the fingers.

So I'm going to go back into Editable Poly, and let's go grab the Swift Loop tool. I just want to insert some edge loops towards the top and the bottom and then also on the inside of the belt. So actually, I just zoomed in really close here, and we can through in some loops on the inside and right-click to lock that in. Now let's see what happens when we show the end result. So we're getting a much tighter edge here on the belt.

Now to do the belt buckle. There are lots of buckle designs and shapes we could go with. Now that you've got a lot of modeling techniques under your own belt, you can try flying solo and make a buckle that's all your own. You could extract the belt, you could start from a new box or a sphere, or you could combine different methods. This is a good chance to practice what you've learned so far and try something new. So let's zoom out and see what this belt looks like. It's looking good. We extracted the polygons of the belt from a place of known thickness and then used the Shell Modifier to add uniform height.

Now we've got a belt that doesn't have any of the waviness that we would have got from simply extracting off the pants.

Show transcript

This video is part of

Image for Modeling a Character in 3ds Max
Modeling a Character in 3ds Max

42 video lessons · 7362 viewers

Ryan Kittleson
Author

 
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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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