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Modeling a Character in 3ds Max
Illustration by John Hersey

Sweeping the NURBS curves into polygon objects


From:

Modeling a Character in 3ds Max

with Ryan Kittleson

Video: Sweeping the NURBS curves into polygon objects

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.
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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

Sweeping the NURBS curves into polygon objects

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.

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

 
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