3ds Max (Modeling)
3ds Max (Modeling)
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Character Modeling
M
ODELING CHARACTERS is one of the most appealing uses for 3ds
Max. We’ve all seen great animation and stills featuring characters
seemingly sculpted from nothing into living, breathing people.
Your main tool for character modeling is persistence. Character modeling takes
skills that you might not have coming into the field of computer graphics, but you
can develop these skills with practice.
When learning these techniques, a rule of thumb is that your first character will
take a week to create and will look absolutely terrible; the second will take half
the time and look twice as good; and successive attempts will continue to take
exponentially less time and look even better. If you keep at it using the techniques
described in this chapter, you’ll eventually get where you want to be.
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4 Character references
Character Modeling
B
EFORE YOU START modeling, you’ll
need good reference images to work
with. At the very least, you’ll need one
image for the front of the model, and another
for the side. The images don’t have to be
highly detailed, but they do need to provide
enough information to create the basic shape
of the model. If you don’t have the skills to
photograph or draw the images, get an artistic
friend or colleague to help.
For highly detailed areas, such as the face
or an intricate piece of jewelry or clothing, you
can create a separate set of images and use
them after you’ve completed the bulk of the
model. Even with good reference images, after
modeling the character you’ll need to complete
the finishing touches by visually checking
the model itself against your vision of what it
should be.
Starting with useful reference material is key
to creating appealing characters. Time spent up
front to make or get these images will pay off
many times over in the time you’ll save while
modeling.
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How to Cheat in 3ds Max
2 Using Photoshop, resize front and side images so the character is the same
height in both images, and major areas of the body or face line up. It can be
helpful to put both reference images into the same image and use guides to line up HOT TIP
the images. For a body side
reference image,
it can be helpful to
erase the arms to
make it easier to
see the shape of
the body from the
side.
3 Map the reference images onto two perpendicular planes in 3ds Max, leaving
enough room to create the model where the two images intersect.
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4 Character modeling process
Character Modeling
T
O MODEL ANY CHARACTER, you’ll
use the same general process in 3ds
Max. As with sculpting, you’ll start with
a simple object like a box or cylinder, and mold
and shape the character using a variety of tools.
This is a basic overview of the process; the
tools themselves are described in more detail
in subsequent topics.
4 Add more detail and shape to the torso using Cut, Connect, Chamfer, and other cutting and refinishing tools described in
the topic Chop Shop. You’ll also need to clean up the edge flow with the tools in the Nip and Tuck topic.
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How to Cheat in 3ds Max
5 Form polygons on the body where the arms and legs will
come out. Extrude the limbs, then form the hands and feet.
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4 Chop shop
Character Modeling
C
UTTING AND RESTRUCTURING
your model’s polygons is an inevitable
part of character modeling. Although
Editable Poly and Editable Mesh have
numerous sub-object tools, you’ll find that you
use the same few over and over again. Here
you’ll find a guide to the most popular and
useful tools.
Most of these tools can be found on
the Graphite toolbar, where you can easily
choose them rather than hunt for them on the
command panel. 4 You can draw a new edge in a specific place with the
Create tool at the Edge sub-object level.
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How to Cheat in 3ds Max
2 You can also use the Connect tool to create new edge
loops around a specific area. 3 The Chamfer tool creates two edges from one. This tool
often requires cleanup afterward with Target Weld.
HOT TIP
When cutting
a new edge
between two
existing vertices,
use Create to draw
the edge rather
than Cut. Using
Create will avoid
duplicate vertices
that need to be
welded later on.
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4 Nip and Tuck
Character Modeling
I
N YOUR QUEST for a well-built model
with three-sided and four-sided polygons,
you will do a lot of plastic surgery on your
model. Even if the shape of the model is right,
you’ll need to clean up edges to make them
flow. A model with flowing edges doesn’t
pucker when you apply TurboSmooth, and will
deform smoothly when animated.
Before checking for problem areas, be
sure to smooth the model using the technique
described in the Polygon Building topic.
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How to Cheat in 3ds Max
1
Clean up any edges that end abruptly by cutting or creating new edges.
4 Use the
Symmetry
modifier to allow
HOT TIP
If your model
puckers at any
you to model
given spot, you
just one side of
might need to
the model and
weld vertices.
have it mirror to Cutting edges
the other side. sometimes creates
After you use new, extra vertices
the Symmetry on top of existing
modifier for ones, leading
the last time, to puckering.
collapse the Sometimes, the
stack and some puckering is
asymmetrical visible only when
details. you render, or
when you apply
TurboSmooth.
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4 Polygon building
Character Modeling
S
OMETIMES YOU’LL
make such a mess of
things that you have
to delete polygons and make
new ones from scratch.
Although you won’t need ths
skill often, when you do need
it, you’ll really need it. If you
know you can create polygons
at will, you won’t be afraid to
cut and chop in your quest for
the perfect construction.
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How to Cheat in 3ds Max
4 Newly created polygons won’t appear smooth as they won’t be in the same smoothing group as surrounding polygons.
While looking at the Polygon Smoothing Groups rollout at the Polygon sub-object level. select one of the polygons near
the new polygons and note which smoothing groups the polygon belongs to. Then select the new polygons, and assign them to
that smoothing group.
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4 Subdivision
Character Modeling
T 1
HE TURBOSMOOTH When modeling, try to keep all polygons three or four-sided. Such a model
and MeshSmooth animates better, and also works well with the TurboSmooth modifier.
modifiers subdivide
a model into more polygons,
smoothing out the model in
the process. MeshSmooth
has more parameters, but
TurboSmooth uses less
memory and updates faster.
For this reason, TurboSmooth
has become the subdivision
modifier of choice for 3ds
Max modelers.
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How to Cheat in 3ds Max
HOT TIP
The Subdivide
modifier, while
originally
designed
for radiosity
renderings, can
also be used to
create more detail
only in areas with
2
larger polygons.
To make edges keep their shape when TurboSmooth is applied, increase the Adjust the Size
Crease parameter at the Edge sub-object level to 1.0. parameter to limit
the effect to the
largest polygons.
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4 Poly modeling in practice
Character Modeling
B
OX MODELING a low poly character
is one of my favorite things to do. If you
have good reference and follow it, your
experience will be much better. If you’re new
to box modeling or just want to play around, a
cartoony character like this anthropomorphic
cat from one of my star students Tetyana
Rykova is great to work with. This little guy
was modeled and used in as entry in an
11-Second Club competition animation.
3 In the side view, move vertices around to line up polygons for the arm holes, one on each side of the body. You might need
to use Connect at the Edge sub-object level to cut more edges. Select the armhole polygons, and Bevel or Extrude to get
the basic arm shape. Then move vertices to shape the arms.
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How to Cheat in 3ds Max
CatFront.jpg
CatSide.jpg
6 Apply the TurboSmooth modifier for some instant gratification. If TurboSmooth makes the model too squishy, select some of
the edges and add addtional edge loops in those areas. This will hold the edges in place even when TurboSmooth is applied.
Continue working with the model, using the same tools to extrude and shape any additional character elements.
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4 Character Modeling
INTERLUDE
The model consists of three-sided and four-sided polygons only. These types of polygons are
necessary for smooth edge flow, but that’s not all. Many game engines work only with three-sided
or four-sided polys, and the TurboSmooth modifier itself behaves correctly only with these types
of polygons.
Polygons are evenly sized and spaced. Long, thin triangles are bad news in a character model.
Remember that when a character’s arm or leg bends, the polygons themselves don’t bend. You
need enough evenly-spaced detail to make smooth bends at the character’s joints.
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How to Cheat in 3ds Max
Edges follow natural bend and crease lines. When you sit, there’s a natural V-shaped crease
where your thighs meet your hips. When you bend your elbow, there’s a natural crease where the
wide part of your lower arm meets the upper arm. Make edges on your character to follow these
natural creases.
Both visible and hidden edges flow smoothly. The Editable Poly is the form of choice for many
character modelers because of its toolset, as compared with Editable Mesh. The catch is that a
four-sided poly has a hidden edge that, if turned in the wrong direction, can wreck the smooth
flow of faces.
Subdivision is used intelligently. If the model has three-sided and four-sided polygons and uses
creasing where needed, you can create it with a low number of polygons, skin the model with
ease with the Skin modifier, then put the TurboSmooth modifier above the Skin modifier on the
stack. The result will be a model that animates easily and accurately, updates quickly on screen,
and renders beautifully.
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