![]() | |||||||||||||||||||||||||||||||||||||||||||
2.With chamfer, double the edges of one side:![]() ![]() | |||||||||||||||||||||||||||||||||||||||||||
3.In the top view track the vertex to the rearand weld them on two sides with weld target:![]() | |||||||||||||||||||||||||||||||||||||||||||
4.Extrude 4 times to create the fingers:![]() | |||||||||||||||||||||||||||||||||||||||||||
5.Begin to give the shape to the base of the hand, prepared the extrusion of the inch:![]() | |||||||||||||||||||||||||||||||||||||||||||
6.Extrude the inch:![]() ![]() | |||||||||||||||||||||||||||||||||||||||||||
7.Select the polygons as this and make a slice plane. Place the section plan in the right direction and click slice. Deactivate slice plane(It is as the slice modifier) Do this for all fingers: ![]() ![]() | |||||||||||||||||||||||||||||||||||||||||||
8.Add these series of edges on top of the hand:![]() | |||||||||||||||||||||||||||||||||||||||||||
9.In the bottom begin by make invisible these edges:![]() | |||||||||||||||||||||||||||||||||||||||||||
10.Cut these edges:![]() | |||||||||||||||||||||||||||||||||||||||||||
11.With cut add these series of edges:![]() | |||||||||||||||||||||||||||||||||||||||||||
12.On the other side add these series of edges:![]() | |||||||||||||||||||||||||||||||||||||||||||
13.Rounded the fingers by selecting the vertex and scale non uniformein the Z axe:![]() | |||||||||||||||||||||||||||||||||||||||||||
14.In the side view, select the vertex and rotate them to make the fingers more rounded:![]() | |||||||||||||||||||||||||||||||||||||||||||
15.Adjust the length of the fingers. Rotate a little bit in z (the fingers are not rightly aligned to the hand) ![]() | |||||||||||||||||||||||||||||||||||||||||||
16.Select all the edges of the articulations (in version 5 and upper use the loop tool):![]() | |||||||||||||||||||||||||||||||||||||||||||
17.in the top view an in the bottom view adjust the vertex as this:![]() | |||||||||||||||||||||||||||||||||||||||||||
18.Chamfer the center edge:![]() | |||||||||||||||||||||||||||||||||||||||||||
19.Extrude the polygones 2 times with each times a scale uniform:![]() | |||||||||||||||||||||||||||||||||||||||||||
20.With cut edge, add these edges to the end of the fingers and weld the vertex in the center:![]() | |||||||||||||||||||||||||||||||||||||||||||
21.Pull the edges like this:![]() | |||||||||||||||||||||||||||||||||||||||||||
22.make invisible the edge in the ceneter and visible these 2 edges:![]() | |||||||||||||||||||||||||||||||||||||||||||
23.End by adjusting the shape of the hand. Extrude 1 time to create the wrist:![]() | |||||||||||||||||||||||||||||||||||||||||||
24.Place it right and attach it with the body (see the body part) weld the vertex 2 by 2 if the number of vertex are different add the missing vertex by using the cut edge. ![]() |
Friday, January 16, 2009
Modeling Cartoon Character
Saturday, January 3, 2009
bat

2.In this picture it is more clear what I meant to say. As you can see I placed racket image in diffuse map slot and then assigned this material to plane object.

3. Create basic object like that will present top part of a racket.

4.Apply Edit Mesh modifier to it. With selected Edge option select out edges of object and then hold
Shift and drag. Try to have something like this.

5. The right part of racket in this picture is basically result of step 4 that is repeated several times ( 8 times to be precise). Whit selected one half click on Mirror button on main toolbar and chose Instance option.

6. Select polygons that are marked, hold shift and drag down a little bit and chose Clone to Element. After that select vertex and replace them to follow shape of a racket.

7. Repeat step 6 one more time and this is something I hope you get.

8. Select vertex of these three parts and close them up to each other. After that select all vertex that are blended together, you should have 12 of them, and then Click Weld button under the Edit Geometry properties.

9. In this step use method: select edge and hold Shift and drag and weld vertex wherever they blend. Here is a result.

10. Again, select edge + Shift + drag, but this time don’t weld vertex that blend. Here is a result.

11. Select these polygons and go to Edit Geometry and chose Slice Plane option. Rotate it like shown and click Slice.

12. After all this is done select one half and delete it. Again mirror the half that is left but this time chose Copy option and attach these two objects. Again, weld vertex that blend. Apply Turbo Smooth modifier.

13. To create handle draw cylinder like this and set sides to 6.


15. Right click on line and go to Convert to Edit Spline. After that select segment under the little plus in modifier list and select line object. Go to Geometry and type 18 in Divide slot, and click Divide. Place vertex to fit the wire of a racket.

16. Go to Tools and chose Array option. Window will show up. Under the Type of Object chose Copy. Under the Array Dimensions chose 1D and type 15. Click Preview and set x parameter to fit your scene.

17. Create one horizontal wire line and set Divide to 15. Repeat step 16, but this time type 18 right to 1D option.

18. This part is tricky and is hard to explain. Attach all horizontal line to one object and all vertical to one, then select vertex and try to place them like this.

19. Create little tube like this for net holder.

20. Copy it several times and place them like this.

21. I hope you recognize this part of racket. Select middle edge in racket profile and go to Edit Geometry and Chamfer it a little bit. Now, as shown select new created polygons and extrude them inside the racket.

22. This is a result you should get

23. Now, create tube object and scale it along Y axis, here is a result.

24. Attach horizontal and vertical wire lines to one object. Go to Compound Objects and chose Boolean option. Pick tube object for OperandB.

25. Create this simple stitch using Shape modeling and copy it several times.

26. Finally, this is a completed tennis racket

Monday, December 29, 2008
eyes

In this tutorial I will cover some of the interesting steps of this project.
I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing.
I will also share a few tips and tricks as I show the process.
(click on the thumbnails to see the full chapter's images)

The first step (as always) was to get a good reference. My friend Ella who is actually a model was kind enough to pose for me to get all the reference. I needed. Setting up good reference. for modeling (and for texturing later on) is an important step to do correctly. It is quite impossible to take a "perfect photo reference." because the camera will always have a certain perspective distortion. Also, the front and side images can never align perfectly so I did my best to set them up correctly based on elements like the eyes, nose, lips, and ears. for these reasons, these images only served as guidelines while modeling.
Even though this project is about a head portrait, I've decided to go all the way and make a full body first to save work for my next projects. To maximize my flexibility for later on, I've went ahead and made a quick rig for the model. I've used Biped for bones and did a quick skinning (its not perfect but It's good enough for initial posing, I'll probably use Zbrush to fix badly deformed areas). I've went ahead and created several morph targets to help me find my final expression quickly later on. Since the eyebrows and eyelashes were modeled separately, I found it very frustrating to get them to move correctly with the skin. The only solution that worked well for me was to break them into small groups and attach to.
![]() | Rendering and compositing. | ![]() |
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