Tuesday, February 24, 2009

Saturday, February 21, 2009

cup

This tutorial needs you to understand basic use of 3dsmax.

Modeling A Mug This simple tutorial is for 3dsmax beginner user. This tutorial will show you how to use Lathe modifier, and couple of Editable Poly features like Connect, Hinge From Edge, and Inset to model a mug. You will be able to model a mug in couple minutes.

1. First, create a new 3dsmax document. Go to Customize>Grid And Snap Settings and make sure Grid Points is checked. Now, in Create tab, click Shapes and click Line button. In Creation Method rollout, choose Corner for Initial and Drag Type. Before you draw a line, activate Snap first. Now, in Front viewport a line like image below.

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2. In Command Panel, click Modify tab. Activate Vertex selection in rollout Selection. Select one vertex in the corner and raise Fillet value up. Fillet is located in rollout Geometry. Its corner will be rounded. Use same technique to other corner. When finished, de-activate all sub-object selection.

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3. Make sure your line object is selected. Choose Lathe modifier from drop-down Modifier List. In rollout Parameters, check Weld Core, and Flip Normals. Weld core used to weld all vertices around Lathe axis. Flip normal used to backflip normal, and make the surface visible in viewport. Use Min for Align. Your mug will look like image below.

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4. Next step, we will create a handle. Right click object and choose Convert to Editable Poly. Activate Edge selection. Using region selection, select all vertical edges in Front viewport. In Edit Edges rollout, click Settings button right next to Connect. In Connect Edges dialog box, enter Segments=5 and click OK. As result, vertical polygon now divided into 5 segments.

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5. You may follow this step if you want mug's handle thinner. If not, go directly to next step. Change selection to Polygon. Choose 2 polygons like image below. You need to change Perspective viewport into Edged Faces view (press F4 in keyboard) to select polygons easily. In Edit Polygons rollout, click Inset button. Click and drag in viewport to make an inset (smaller size polygon) to those polygons.

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6. Select a polygon in upper part of mug. In Edit Polygons rollout, click Settings button right next to Hinge from Edge. A dialog box will appear. Click Pick Hinge button, click an edge in the middle part of mug (look at image below). Use spinner to change Segments to 8 and Angle to 160 degrees. When you change these values, an arched handle created. Click OK when finished.

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7. Next, we need to fix lower part of handle. Select polygon in the farthermost part of handle and polygon facing it in mug body. In Edit Polygons rollout click Bridge button to connect handle to mug.

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8. De-activate all sub-object selection. Now, finish this tutorial by adding a TurboSmooth or MeshSmooth modifier to your mug model. Image below shows finished and rendered model.

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Saturday, February 14, 2009

Modeling A Dolphin Part 1

Convert plance into Editable Poly. Go to Modify tab. Activate Edge selection.Then, select one edge like image below.

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2. Activate Select And Move tool. While holding Shift, drag edge to the right to create copy of polygon. Do it 4 times until you get polygons like image below. Next, repeat the same process with the left side. This time, Shift+drag 6 times. You can look at image below for reference.

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3. Change selection to Vertex. Move vertices to shape dolphin's body.

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4.When finished, change selection back to Edge. Select all vertical edges ( For easy selection, just select one edge and click Ring in Selection rollout). Then in Edit Edges rollout, click Settings button right next to Connect. Fill Segments=2. Click OK.

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5. Then, select all vertical edges in upper body. Use Connect Settings again. This time use Segments=1 and Slide=-54. You will get connecting edges close to upper edges.

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6. Repeat above process to create connecting edges at the bottom of body.

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7. Change selection to Vertex. Move vertices located at the middle of body. Move them along X axis. Your dolphin's body will get volume. This process here is a tedious, long, and need patience. A lot of tweaking is required here. Use image below for reference. Tips: Begins with middle vertices, the outer vertices.

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8. Dolphin's basic body is finished. We will continue in the Part 2 tutorial to add fin and tail. If you find it hard to create this basic body you can download 3dsmax file here.

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1. Continue with previous lesson or you can download 3dsmax file here. This time, we are going to create pectoral flipper. In Left viewport, select a polygon like image below.

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2. In Edit Polygons rollout, use Bevel three times to create pectoral flipper. Everytime you add Bevel, you need to adjust its polygon position and size.

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3. Next, let's move to dorsal fin, a small fin at the back of dolphin. Change selection to Edge. Select one edge like image below. Shift+drag three times to create more polygons. Everytime you shif drag, scale the edge, and move to its position to match the background image.

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4. Next step, we will add depth to dorsal fin. Select all horizontal edges in dorsal fin. Use Connect Settings to add edges. Use parameters like image below.

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5. Now, change selection to Vertex. Move vertices in the middle to give dorsal fin a depth.

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6. Next step is to create a tail. Change selection to Polygon. In Left viewport, select 6 polygons at the tail part of dolphin.Use Extrude three times. Everytime you add extrusion, adjust vertices to shape a tail. Use image below for reference. Next in Part 3 tutorial, we are going to adjust dolphin's head. Finished file of this part 2 tutorial can be downloaded here.

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You may want to download previous exercise file here (3dsmax 8 format, zipped). If you have followed previous tutorial, then use your own model. Now, look at dolphin's head area. In Left viewport, select all horizontal edges like image below. Then, use Connect Settings with parameters Segments=2, and Pinch=65.

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2. After that, change selection into Vertex. Adjust vertices to create nose volume. Also, move vertices a little bit in areas shown with arrows. For dolphin's nose I add more length, different from blueprint image..

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3. We will adjust dolphin's head more. Select all horizontal edges like image below. Use Connect with Segments=1. Then, move vertices to shape head a little bit more rounded.

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4. Next step, let's give an eye. Use Vertex as selection tool. Select one vertex in the eye area. Use Chamfer to create a square shape. Then, select all edges in that square shape. Use Extrude with negative value to give an engraved look. Your dolphin has an eye now. Part 3 finished file can be downloaded here.

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Continue your previous tutorial lesson or download exercise file here (3dsmax 8 format, zipped). De-activate all sub-object selection. In Modify tab, select Mirror modifier from Modifier List. Use Mirror Axis=Z and activate Copy option. You will get another half of dolphin's body. Then, add another modifier, Turbosmooth.

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2. After you applied Turbosmooth, do a test render, you may notice a seam between right and left body. It is usual thing to happens, whenever you model any objects using a half side method.

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3. Now, we are going to remove the seam. First, in Modifier Stack delete Turbosmooth modifier. Then, in viewport, right click on dolphin object, and choose Convert to>Convert to Editable Poly. Now, we are ready to remove the seam. In Modifier Stack, activate Editable Poly row. Activate Vertex selection. In Front viewport, select all vertices in the middle of dolphin's body. In Edit Vertices rollout, click Settings button right next to Weld. This tool is use to combine 2 or more vertices into 1. Use your own Weld Threshold value or use value like image below. Notice Number of Vertices before and after welding. Click OK.

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4. De-activate all sub-object selection. Apply Turbosmooth modifier. Do a test render. Now, all seams have gone away.

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4. Dolphin model is finished. Finished dolphin model can be downloaded here.

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Friday, January 16, 2009

Modeling Cartoon Character

Create two boxes with the same size as the images with a width of 0.


4.Create a box in front view, segments 2-2-2:

5.Extrude the one side 4 times:

6.Begin to create the shape of the foot in the side view

Weld 2 by 2 the vertex showed with weld target tool:


7.Extrude the polygones to create the beginning of the leg.
Make invisibles all the edges on top to make easy the extrusion of the leg.
Make a rotation in Z to the foot to give it its final position.
Adjust the vertex to have the right shape of the foot.
Round the beginning of the leg by moving vertex



8.in the top view, select these polygons
Apply a slice modifier.
Move the section plan in the right direction
apply an editable mesh
To select the other part apply a slice again and again a editable mesh


9.Select the new edges and apply a chamfer to double it
Select the created poly and apply a mesh smooth group 2.



10.Extrude it in negative 2 times in local mode.
Apply a uniform scale to resize it right


11.Extrude to create the legand adjust first in front view than in side view. Pay attention to round correctly the leg.

12.Extrude multiple times to create the knees than extrude to create the upper leg

So you must have this shape.

13.Extrude to the up and next to the right.
delete the polygons in the symetry axe.
to check if the vertex are rightly aligned to the symetry axe select them and make a non uniform scale of 0 in x axe:


14.Make an instance copy to see all the body.


15.Adjust the back vertex to crete the bottom back and check that there are only 4 edges polygons
if it is needed weld the vertex make invisible the edges badly placed


15.Add the edge as this to define the bottom front


16.Continue the extrudion of the body:


17.To prepare the extrudion of the arm, make a chamfer in a vertex on side view:


18.Add these two edges to improve the geometry:



19.Extrude in face view a first time,


20.A second time : make a rotate on the polygons


21.Begin the extrusion of the arm:

22.Continue the extrusion by going a little bit back:


23.For the bend, do multiple little extrude:


24.Extrude last part of the arm in front.
end with multiple extrusion for the wrist.


24.To make the chest : weld with weld target the 2 vertex here:



25.Add with cut edge a series of edges:


26.Make these two edges invisible:


27.Create the breast by moving this vertex to the front:


28.Add these series of edges:


29.Create these edges with cut edges:


30.Adjust these vertex in side view:


31.Add these two series of edges:


32.Improve the geometry to have only polygons with 4 edges:


32.To mark the breast ,create these series of edges:


33.Mark the other part with these series of edges:


34.Select the vertex in the symetry axe and make a non uniform scale of 0 in the X axe(to align teh vertex):


35.Make a copy in symetry and weld the central points:


The body is almost finished:


36.Make a chamfer with the vertex in top of the bottom back
Than add these edges with cut to remove the polygons with 5 edges:


37.Extrude multiple times to create the tail:


38.End with a series of bevel and end by weld the vertex at the end:

So we obtain the body:

.Begin with a box:


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.