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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.
Continuing from the last video, we need to make these curves into actual objects that have shape and volume. For this we are going to use NURBS Extrusion. This is just one way out of an almost infinite variety of options; however, learning this method will apply to all kinds of different modeling tasks, in addition to hair. Now that we are done drawing out the curves, we can turn Snaps off. I want to hit S. I'm going to select all of the curves and move them up and away from the hair a little bit. So I'm going to select them all and just go in the Move mode, and let's pull them just up off the head.
That's going to give them some space for the thickness of the clumps. Now we want to tweak the shape of each curve a little bit, so I am just going to select one curve at a time. Let's see, let's get this one up here at the top. And we can go into its Modifier here and go down to Curve CV. So now we can control the individual points that made up this curve. I am just going to select this one here and move it a little bit. I want the hairs to kind of puff out of the crown shape of the top of the head.
You can add any curves and waviness that you want at each individual hair here. You can make this little bit kind of flip up at the end. It's really up to you. You can just generally shape these curves to your liking. Don't worry about being too precise; you can always adjust the hair clumps later. When you are done adjusting this one you just want to go out of Curve CV mode and select another one. I am going to cut ahead now to a scene where I have got all of these tweaks the way I want them. Let's take a look at what we have got.
So each individual curve has been tweaked to give it a little bit more shape. Now it's time to create some actual geometry in place of these curves. Let's select one of them. It doesn't matter which one. Let's go to its Modifiers. I want to give it a Sweep Modifier. And that's a little crazy. I am not quite sure if it's exactly what we want, but let's look at some of the settings and see how we can change this.
By default, Sweep is set to use an L-shaped sort of shape. Let's change this to Cylinder. The biggest problem right now is that our result is too big. Let's go down to Radius and drag that down to a reasonable size. That's looking more like it. Finally, let's open up the Interpolation subpanel. I think I'll turn on my Edged Faces so I can see what's happening here better. I am going to drag these steps down, all the way down to 0 actually.
And I want to show you why I did this. Right now, we've got a square, four-sided polygon at the end here. If I have more than zero steps, I might end up with eight or more sides to this, but I want to keep four-sided polygons wherever possible. Now this is pretty low poly, but we are eventually going to smooth this. But keeping it low poly makes it easier to work with for now. Now let's put the same Sweep Modifier on all the other curves. Now we just need to click on the Modifier stack and Paste Instanced.
Go ahead and do the same thing for all the other curves, and we'll pick it up in the next video. Using this method of sweeping curves is great for all kinds of things. You could use it to make tentacles or tree branches or really anything with a tubular shape.
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