Modeling a Character in 3ds max ® Second Edition Paul Steed Wordware Publishing, Inc. LibraryofCongressCataloging-in-PublicationData Steed,Paul. Modelingacharacterin3dsmax--secondedition/byPaulSteed. p. cm. Includesindex. ISBN 1-55622-088-X(pbk.,companioncd-rom) 1. Computeranimation. 2. Computergraphics. 3. 3dsmax(Computerfile) I. Title. TR897.7.S742004 006.6'96--dc22 2004027074 CIP ©2005,WordwarePublishing,Inc. AllRightsReserved 2320LosRiosBoulevard Plano,Texas75074 Nopartofthisbookmaybereproducedinanyformorby anymeanswithoutpermissioninwritingfrom WordwarePublishing,Inc. PrintedintheUnitedStatesofAmerica ISBN1-55622-088-X 10 9 8 7 6 5 4 3 2 1 0411 Discreet,3dsmax,and3DStudioMAXareregisteredtrademarksofAutodeskCanadaInc./Autodesk, Inc.intheUSAand/orothercountries. 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Contents Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . x Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi Part I: Design Chapter 1 Design Fundamentals . . . . . . . . . . . . . . . . . 3 Limitations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Make It Cool . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Drawing Skills . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Proportions. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Reference Material . . . . . . . . . . . . . . . . . . . . . . . . 19 Influences . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Work Environment . . . . . . . . . . . . . . . . . . . . . . . . 23 Chapter 2 Callisto Designed . . . . . . . . . . . . . . . . . . . 25 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Makeover . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 A Pose to Build By . . . . . . . . . . . . . . . . . . . . . . . . 29 Getting Her into the Computer . . . . . . . . . . . . . . . . . . 33 Step 1: Scan the Sketch . . . . . . . . . . . . . . . . . . . 33 Step 2: Save It. . . . . . . . . . . . . . . . . . . . . . . . 34 Step 3: Resize the Images in Photoshop . . . . . . . . . . . 34 Step 4: Darken It . . . . . . . . . . . . . . . . . . . . . . 37 Step 5: Save It Again . . . . . . . . . . . . . . . . . . . . 38 Part II: Modeling Chapter 3 The Guide Objects . . . . . . . . . . . . . . . . . . 45 Step 1: Bring the Image into max . . . . . . . . . . . . . . 46 Step 2: Create the Guideline Objects . . . . . . . . . . . . 49 Step 3: Attach the Lines . . . . . . . . . . . . . . . . . . . 52 Step 4: Create the Rest of the Guidelines . . . . . . . . . . 54 Step 5: Scale the Guideline . . . . . . . . . . . . . . . . . 56 Step 6: Make and Adjust the Head Reference Object . . . . 61 v Contents Chapter 4 The Head and Face . . . . . . . . . . . . . . . . . . 67 Step 1: Create a Geosphere. . . . . . . . . . . . . . . . . 70 Step 2: Scale the Geosphere to Fit the Guide . . . . . . . . 72 Step 3: Delete Half the Geosphere . . . . . . . . . . . . . 72 Step 4: Tweak the Shape of the Geosphere . . . . . . . . . 75 Step 5: Add Vertices by Dividing Edges . . . . . . . . . . . 83 Step 6: Tweak the Shape Some More . . . . . . . . . . . . 88 Step 7: Switch Viewports and Tweak Some More. . . . . . . 93 Step 8: Mirror the Head Half as a Reference Object . . . . 100 Step 9: Shape the Mouth. . . . . . . . . . . . . . . . . . 102 Step 10: Build the Eye Area . . . . . . . . . . . . . . . . 109 Chapter 5 The Hair . . . . . . . . . . . . . . . . . . . . . . . 119 Step 1: Extrude Faces from the Head. . . . . . . . . . . . 123 Step 2: Move the Vertices to Match the Guide . . . . . . . 125 Step 3: Add Vertices Using Edge Cut . . . . . . . . . . . . 130 Step 4: Weld Excess Vertices . . . . . . . . . . . . . . . . 136 Step 5: Just Match the Guide. . . . . . . . . . . . . . . . 138 Step 6: Weld the Two Halves Together . . . . . . . . . . . 139 Step 7: Make Final Face Tweaks . . . . . . . . . . . . . . 143 Step 8: Shift-Drag Edges to Add the Bangs. . . . . . . . . 145 Step 9: Flip “Wrong” Facing Normals . . . . . . . . . . . 146 Step 10: Connect the Bangs to the Head. . . . . . . . . . 148 Chapter 6 The Torso . . . . . . . . . . . . . . . . . . . . . . 153 Step 1: Create the Spline Cage Object. . . . . . . . . . . 154 Step 2: Apply Surface Tools . . . . . . . . . . . . . . . . 159 Step 3: Move and Adjust the Vertices of the Spline . . . . . 161 Step 4: Delete Any Unnecessary Geometry. . . . . . . . . 164 Step 5: Create the Breast Shape . . . . . . . . . . . . . . 168 Step 6: Boolean the Breast onto the Torso . . . . . . . . . 171 Step 7: Cap the Faces of the Torso. . . . . . . . . . . . . 171 Step 8: Perform the Boolean . . . . . . . . . . . . . . . . 172 Step 9: Clean Up the Boolean Result. . . . . . . . . . . . 174 Step 10: Add Some Clothing. . . . . . . . . . . . . . . . 180 Step 11: Use Soft Selection to Reduce the Chest Size . . . . 187 Chapter 7 The Legs . . . . . . . . . . . . . . . . . . . . . . . 191 Step 1: Make a Cylinder . . . . . . . . . . . . . . . . . . 192 Step 2: Shape the Cylinder to Match the Guide. . . . . . . 193 Step 3: Boolean the Leg to the Torso . . . . . . . . . . . . 202 Step 4: Clean Up the Vertices of the Boolean Seam. . . . . 206 Step 5: Shape the Hip Area . . . . . . . . . . . . . . . . 212 Step 6: Shape and Position the Rear for Attachment . . . . 220 Step 7: Attach the Rear and Complete the Shape. . . . . . 230 Step 8: Copy and Mirror the Lower Torso and Leg . . . . . 235 vi Contents Chapter 8 The Back, Neck, and Shoulders . . . . . . . . . . . 241 Step 1: Shape the Back . . . . . . . . . . . . . . . . . . 243 Step 2: Create the Neck Mass Using Face Extrude . . . . . 251 Step 3: Refine and Optimize the Neck Mass . . . . . . . . 256 Step 4: Prepare the Torso for the Shoulder . . . . . . . . . 262 Step 5: Extrude and Shape the Shoulder . . . . . . . . . . 265 Step 6: Copy, Mirror, and Attach the Shoulder . . . . . . . 272 Step 7: Make More Refinements . . . . . . . . . . . . . . 277 Step 8: Build the Neck/Shoulder Strap . . . . . . . . . . . 280 Step 9: Prep the Neck Surface and Attach the Strap . . . . 286 Chapter 9 The Arms . . . . . . . . . . . . . . . . . . . . . . 295 Step 1: Merge an Arm from Another max File . . . . . . . 296 Step 2: Shape and Attach the Arm . . . . . . . . . . . . . 299 Step 3: Mirror-Copy the Arm to the Other Side. . . . . . . 314 Step 4: Add Detail to the Left Arm . . . . . . . . . . . . . 321 Step 5: Loft the Tubing for the Left Arm. . . . . . . . . . . 326 Step 6: Build the Left Shoulder Pad. . . . . . . . . . . . . 331 Chapter 10 The Boots . . . . . . . . . . . . . . . . . . . . . . 341 Step 1: Merge a High-Res Boot . . . . . . . . . . . . . . 343 Step 2: Identify Key Vertices of the Boot . . . . . . . . . . 344 Step 3: Hide More Non-Essential Vertices of the Boot. . . . 346 Step 4: Build the Low-Res Boot. . . . . . . . . . . . . . . 353 Step 5: Optimize the Low-Res Boot. . . . . . . . . . . . . 359 Step 6: Mirror the Boot to the Other Side. . . . . . . . . . 363 Chapter 11 Optimizing the Mesh . . . . . . . . . . . . . . . . 365 Optimization Explained . . . . . . . . . . . . . . . . . . . . . 366 Consolidation . . . . . . . . . . . . . . . . . . . . . . . 367 Hidden Geometry . . . . . . . . . . . . . . . . . . . . . 369 Sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . 371 Relative Face Distribution . . . . . . . . . . . . . . . . . 372 The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373 Step 1: Optimize the Hair . . . . . . . . . . . . . . . . . 373 Step 2: Optimize the Forehead and Eyes. . . . . . . . . . 377 Step 3: Optimize the Mouth and Chin . . . . . . . . . . . 379 Step 4: Optimize the Nose. . . . . . . . . . . . . . . . . 380 The Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383 Step 1: Detach the Arms. . . . . . . . . . . . . . . . . . 383 Step 2: Use Polygon Counter. . . . . . . . . . . . . . . . 384 Step 3: Optimize the Throat and Upper Shoulders . . . . . 386 Step 4: Detach the Asymmetrical Chest Geometry . . . . . 388 Step 5: Delete Half the Body. . . . . . . . . . . . . . . . 392 Step 6: Optimize the Back, Sides, and Midsection . . . . . 392 Step 7: Optimize the Chest. . . . . . . . . . . . . . . . . 400 vii Contents Step 8: Optimize the Rear . . . . . . . . . . . . . . . . . 405 Step 9: Optimize the Legs . . . . . . . . . . . . . . . . . 408 Step 10: Give the Body One Last Look . . . . . . . . . . . 411 Step 11: Copy, Mirror, and Join the Optimized Body Half. . 416 Step 12: Tweak and Attach “Frontal”. . . . . . . . . . . . 418 Step 13: Optimize the Arms . . . . . . . . . . . . . . . . 423 Step 14: Optimize the Hand by Turning It into a Fist . . . . 433 Part III: Texturing Chapter 12 Mapping the Head. . . . . . . . . . . . . . . . . . 441 Texturing Explained . . . . . . . . . . . . . . . . . . . . . . . 442 UVW and XYZ . . . . . . . . . . . . . . . . . . . . . . . 442 Applying Coordinates . . . . . . . . . . . . . . . . . . . 444 “Skinning” Your Character. . . . . . . . . . . . . . . . . . . . 445 Method One. . . . . . . . . . . . . . . . . . . . . . . . 446 Method Two . . . . . . . . . . . . . . . . . . . . . . . . 447 Steed Method . . . . . . . . . . . . . . . . . . . . . . . 448 The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . 452 Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . 452 Step 2: Arrange the Elements . . . . . . . . . . . . . . . 452 Step 3: Adjust the Vertices for a Planar Projection. . . . . . 458 Step 4: Apply a UVW Map Modifier . . . . . . . . . . . . 470 Step 5: Use Texporter to Create a Bitmap Template. . . . . 471 Step 6: Create and Apply the Material . . . . . . . . . . . 474 Step 7: Apply Unwrap UVW and Turn Off Edit Mesh . . . . 477 Step 8: Tweak UV Problem Areas. . . . . . . . . . . . . . 481 Step 9: Use Texporter, Make a New Bitmap, and Reload It . 484 Step 10: Refine the Bitmap in Photoshop. . . . . . . . . . 486 Step 11: Load the New Bitmap and Tweak the UVs. . . . . 489 Step 12: Assign Mapping Coordinates to the Bangs . . . . 498 Step 13: Create and Apply the Material to the Bangs. . . . 500 Chapter 13 Mapping the Rest of Callisto. . . . . . . . . . . . . 505 Minor Adjustments… . . . . . . . . . . . . . . . . . . . . . . 506 Creating a Quick and Easy Leg Texture . . . . . . . . . . . . . 510 Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . 510 Step 2: Position and Adjust the Elements . . . . . . . . . . 511 Step 3: Apply a UVW Map Modifier . . . . . . . . . . . . 513 Step 4: Make the Bitmap Template with Texporter. . . . . . 513 Step 5: Align the Mapping Gizmo to the View . . . . . . . 514 Step 6: Merge Lights into the Scene . . . . . . . . . . . . 517 Step 7: Apply a Material . . . . . . . . . . . . . . . . . . 517 Step 8: Set the Background Color to Gray . . . . . . . . . 518 viii