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Modeling a Character in 3DS Max PDF

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Preview Modeling a Character in 3DS Max

Y L F M A E T Modeling a Character in 3DS Max Paul Steed Wordware Publishing, Inc. LibraryofCongressCataloging-in-PublicationData Steed,Paul. Modelingacharacterin3dsMax / byPaulSteed. p. cm. ISBN 1-55622-815-5(pb) 1. Computeranimation. 2. Computergraphics. 3. 3dsMax4(Computerfile). I. Title. TR897.7.S742001 006.6'96--dc21 2001035031 CIP ©2002,WordwarePublishing,Inc. AllRightsReserved 2320LosRiosBoulevard Plano,Texas75074 Nopartofthisbookmaybereproducedinanyformorby anymeanswithoutpermissioninwritingfrom WordwarePublishing,Inc. PrintedintheUnitedStatesofAmerica ISBN1-55622-815-5 10 9 8 7 6 5 4 3 2 1 0107 Product names mentioned are used for identification purposes only and may be trademarks of their respective companies. AllinquiriesforvolumepurchasesofthisbookshouldbeaddressedtoWordwarePublishing,Inc.,atthe aboveaddress.Telephoneinquiriesmaybemadebycalling: (972)423-0090 Contents Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix Part I - Design Chapter 1 Design Fundamentals . . . . . . . . . . . . . . . . . . . . 3 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Make It Cool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Drawing Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Proportions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Reference Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Influences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Work Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Chapter 2 Callisto Designed . . . . . . . . . . . . . . . . . . . . . 21 Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Makeover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 A Pose to Build By . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Getting Her into the Computer . . . . . . . . . . . . . . . . . . . . . 27 Step 1: Scan the Sketch . . . . . . . . . . . . . . . . . . . . . . 28 Step 2: Save It . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Step 3: Resize the Images in Photoshop . . . . . . . . . . . . . . 29 Step 4: Darken It. . . . . . . . . . . . . . . . . . . . . . . . . . 32 Step 5: Save it Again. . . . . . . . . . . . . . . . . . . . . . . . 33 Part II - Modeling Chapter 3 The Guide Objects . . . . . . . . . . . . . . . . . . . . . 39 Step 1: Bring the Image into MAX . . . . . . . . . . . . . . . . . 40 Step 2: Create the Guideline Objects. . . . . . . . . . . . . . . . 42 Step 3: Attach the Lines . . . . . . . . . . . . . . . . . . . . . . 45 Step 4: Create the Rest of the Guidelines. . . . . . . . . . . . . . 47 Step 5: Scale the Guideline . . . . . . . . . . . . . . . . . . . . 49 Step 6: Make and Adjust the Head Reference Object . . . . . . . . 54 iii Contents Chapter 4 The Head and Face. . . . . . . . . . . . . . . . . . . . . 61 Step 1: Create a Geosphere . . . . . . . . . . . . . . . . . . . . 64 Step 2: Scale the Geosphere to Fit the Guide. . . . . . . . . . . . 66 Step 3: Delete Half the Geosphere. . . . . . . . . . . . . . . . . 66 Step 4: Tweak the Shape of the Geosphere. . . . . . . . . . . . . 69 Step 5: Add Vertices By Dividing Edges. . . . . . . . . . . . . . . 77 Step 6: Tweak the Shape Some More. . . . . . . . . . . . . . . . 82 Step 7: Switch Viewports and Tweak Some More . . . . . . . . . . 87 Step 8: Mirror the Head Half as a Reference Object . . . . . . . . 94 Step 9: Shape the Mouth. . . . . . . . . . . . . . . . . . . . . . 96 Step 10: Build the Eye Area. . . . . . . . . . . . . . . . . . . . 103 Chapter 5 The Hair . . . . . . . . . . . . . . . . . . . . . . . . . 111 Step 1: Extrude Faces from the Head . . . . . . . . . . . . . . . 114 Step 2: Move the Vertices to Match the Guide. . . . . . . . . . . 116 Step 3: Add Vertices Using Edge Cut . . . . . . . . . . . . . . . 121 Step 4: Weld Excess Vertices . . . . . . . . . . . . . . . . . . . 126 Step 5: Just Match the Guide . . . . . . . . . . . . . . . . . . . 128 Step 6: Weld the Two Halves Together. . . . . . . . . . . . . . . 129 Step 7: Make Final Face Tweaks . . . . . . . . . . . . . . . . . 130 Step 8: Shift-Drag Edges to Add the Bangs . . . . . . . . . . . . 131 Step 9: Flip “Wrong” Facing Normals. . . . . . . . . . . . . . . 132 Step 10: Connect the Bangs to the Head . . . . . . . . . . . . . 134 Chapter 6 The Torso . . . . . . . . . . . . . . . . . . . . . . . . . 139 Step 1: Create the Spline Cage Object . . . . . . . . . . . . . . 140 Step 2: Apply Surface Tools. . . . . . . . . . . . . . . . . . . . 145 Step 3: Move and Adjust the Vertices of the Spline. . . . . . . . . 147 Step 4: Delete Any Unnecessary Geometry . . . . . . . . . . . . 150 Step 5: Create the Breast Shape . . . . . . . . . . . . . . . . . 154 Step 6: Boolean the Breast onto the Torso. . . . . . . . . . . . . 157 Step 7: Cap the Faces of the Torso . . . . . . . . . . . . . . . . 157 Step 8: Perform the Boolean . . . . . . . . . . . . . . . . . . . 158 Step 9: Clean Up the Boolean Result . . . . . . . . . . . . . . . 160 Step 10: Add Some Clothing . . . . . . . . . . . . . . . . . . . 166 Step 11: Use Soft Selection to Reduce the Chest Size . . . . . . . 173 Chapter 7 The Legs . . . . . . . . . . . . . . . . . . . . . . . . . 177 Step 1: Make a Cylinder . . . . . . . . . . . . . . . . . . . . . 178 Step 2: Shape the Cylinder to Match the Guide . . . . . . . . . . 179 Step 3: Boolean the Leg to the Torso . . . . . . . . . . . . . . . 188 Step 4: Clean Up the Vertices of the Boolean Seam . . . . . . . . 192 Step 5: Shape the Hip Area. . . . . . . . . . . . . . . . . . . . 198 Step 6: Shape and Position the Rear for Attachment. . . . . . . . 205 Step 7: Attach the Rear and Complete the Shape . . . . . . . . . 215 Step 8: Copy and Mirror the Lower Torso and Leg. . . . . . . . . 220 iv Contents Chapter 8 The Back, Neck, and Shoulders. . . . . . . . . . . . . . 227 Step 1: Shape the Back. . . . . . . . . . . . . . . . . . . . . . 229 Step 2: Create the Neck Mass Using Face Extrude. . . . . . . . . 237 Step 3: Refine and Optimize the Neck Mass. . . . . . . . . . . . 242 Step 4: Prepare the Torso for the Shoulder . . . . . . . . . . . . 248 Step 5: Extrude and Shape the Shoulder . . . . . . . . . . . . . 251 Step 6: Copy, Mirror, and Attach the Shoulder. . . . . . . . . . . 258 Step 7: Make More Refinements . . . . . . . . . . . . . . . . . 263 Step 8: Build the Neck/Shoulder Strap . . . . . . . . . . . . . . 266 Step 9: Prep the Neck Surface and Attach the Strap . . . . . . . . 272 Chapter 9 The Arms . . . . . . . . . . . . . . . . . . . . . . . . . 281 Step 1: Merge an Arm from Another Max File. . . . . . . . . . . 282 Step 2: Shape and Attach the Arm . . . . . . . . . . . . . . . . 285 Step 3: Mirror-Copy the Arm to the Other Side . . . . . . . . . . 300 Step 4: Add Detail to the Left Arm. . . . . . . . . . . . . . . . . 307 Step 5: Loft the Tubing for the Left Arm . . . . . . . . . . . . . . 312 Step 6: Build the Left Shoulder Pad . . . . . . . . . . . . . . . . 317 Chapter 10 The Boots . . . . . . . . . . . . . . . . . . . . . . . . . 327 Step 1: Merge a High-Res Boot . . . . . . . . . . . . . . . . . . 329 Step 2: Identify Key Vertices of the Boot . . . . . . . . . . . . . . 330 Step 3: Hide More Non-Essential Vertices of the Boot . . . . . . . 332 Step 4: Build the Low-Res Boot . . . . . . . . . . . . . . . . . . 338 Step 5: Optimize the Low-Res Boot . . . . . . . . . . . . . . . . 344 Step 6: Mirror the Boot to the Other Side . . . . . . . . . . . . . 348 Chapter 11 Optimizing the Mesh . . . . . . . . . . . . . . . . . . . 349 Optimization Explained . . . . . . . . . . . . . . . . . . . . . . . . 350 Consolidation . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Hidden Geometry . . . . . . . . . . . . . . . . . . . . . . . . 353 Sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355 Relative Face Distribution. . . . . . . . . . . . . . . . . . . . . 356 The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357 Step 1: Optimize the Hair. . . . . . . . . . . . . . . . . . . . . 357 Step 2: Optimize the Forehead and Eyes . . . . . . . . . . . . . 361 Step 3: Optimize the Mouth and Chin. . . . . . . . . . . . . . . 363 Step 4: Optimize the Nose . . . . . . . . . . . . . . . . . . . . 364 The Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367 Step 1: Detach the Arms . . . . . . . . . . . . . . . . . . . . . 367 Step 2: Use Polygon Counter . . . . . . . . . . . . . . . . . . . 368 Step 3: Optimize the Throat and Upper Shoulders . . . . . . . . 370 Step 4: Detach the Asymmetrical Chest Geometry. . . . . . . . . 372 Step 5: Delete Half the Body . . . . . . . . . . . . . . . . . . . 376 Step 6: Optimize the Back, Sides and Midsection . . . . . . . . . 376 Step 7: Optimize the Chest . . . . . . . . . . . . . . . . . . . . 384 Step 8: Optimize the Rear . . . . . . . . . . . . . . . . . . . . 389 v Contents Step 9: Optimize the Legs. . . . . . . . . . . . . . . . . . . . . 392 Step 10: Give the Body One Last Look . . . . . . . . . . . . . . 396 Step 11: Copy, Mirror, and Join the Optimized Body Half . . . . . 400 Step 12: Tweak and Attach “Frontal” . . . . . . . . . . . . . . . 403 Step 13: Optimize the Arms . . . . . . . . . . . . . . . . . . . 407 Step 14: Optimize the Hand by Turning It into a Fist. . . . . . . . 417 Part III - Texturing Chapter 12 Mapping the Head . . . . . . . . . . . . . . . . . . . . 425 Texturing Explained . . . . . . . . . . . . . . . . . . . . . . . . . . 426 UVW and XYZ . . . . . . . . . . . . . . . . . . . . . . . . . . 426 Applying Coordinates. . . . . . . . . . . . . . . . . . . . . . . 428 “Skinning” Your Character . . . . . . . . . . . . . . . . . . . . . . . 429 The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436 Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . . . . 436 Step 2: Arrange the Elements. . . . . . . . . . . . . . . . . . . 436 Step 3: Adjust the Vertices for a Planar Projection . . . . . . . . . 442 Step 4: Apply a UVW Map Modifier. . . . . . . . . . . . . . . . 454 Step 5: Use Texporter to Create a Bitmap Template . . . . . . . . 455 Step 6: Create and Apply the Material . . . . . . . . . . . . . . 458 Step 7: Apply Unwrap UVWs and Turn Off Edit Mesh . . . . . . . 460 Step 8: Tweak UV Problem Areas . . . . . . . . . . . . . . . . . 463 Step 9: Use Texporter, Make a New Bitmap, and Reload It. . . . . 465 Step 10: Refine the Bitmap in Photoshop . . . . . . . . . . . . . 467 Step 11: Load the New Bitmap and Tweak the UVs . . . . . . . . 470 Step 12: Assign Mapping Coordinates to the Bangs. . . . . . . . 478 Step 13: Create and Apply the Material to the Bangs . . . . . . . 479 Chapter 13 Mapping the Rest of Callisto . . . . . . . . . . . . . . . 485 Minor Adjustments... . . . . . . . . . . . . . . . . . . . . . . . . . 486 Create a Quick and Easy Leg Texture. . . . . . . . . . . . . . . . . . 490 Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . . . . 490 Step 2: Position and Adjust the Elements . . . . . . . . . . . . . 491 Step 3: Apply a UVW Map Modifier. . . . . . . . . . . . . . . . 493 Step 4: Make the Bitmap Template with Texporter . . . . . . . . . 493 Step 5: Align the Mapping Gizmo to the View. . . . . . . . . . . 494 Step 6: Merge Lights into the Scene. . . . . . . . . . . . . . . . 497 Step 7: Apply a Material . . . . . . . . . . . . . . . . . . . . . 497 Step 8: Set the Background Color to Gray . . . . . . . . . . . . 498 Step 9: Render the Scene . . . . . . . . . . . . . . . . . . . . . 498 Step 10: Create and Apply a New Material . . . . . . . . . . . . 500 Step 11: Apply Unwrap UVW and Turn Edit Mesh Off . . . . . . . 500 Arranging the Body Pieces . . . . . . . . . . . . . . . . . . . . . . . 502 Step 1: Arrange the Torso Elements. . . . . . . . . . . . . . . . 503 Step 2: Arrange the Leg Elements. . . . . . . . . . . . . . . . . 505 vi Contents Step 3: Arrange the Right Arm Elements. . . . . . . . . . . . . . 506 Step 4: Arrange the Left Arm Elements . . . . . . . . . . . . . . 507 Step 5: Arrange the Boot Elements . . . . . . . . . . . . . . . . 508 Step 6: Arrange the Elements and Assign the UVW Map. . . . . . 509 Step 7: Attach Head to Body and Reorganize the UVs. . . . . . . 511 Step 8: Make a New Bitmap Template with Texporter . . . . . . . 514 Step 9: Create and Apply the Template Material. . . . . . . . . . 515 Step 10: Create the Final Texture/Material . . . . . . . . . . . . 515 Step 11: Copy, Mirror, and Attach the Missing Geometry . . . . . 516 Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519 Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520 Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521 Texturing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527 vii Acknowledgments WritingabookisawholeheckofalotmoreworkthanIthoughtitwouldbe. It’sadraining,soul-searching,sleep-deprivingexperiencethatIcan’twaittodo again!TherearemanypeopleIwanttoacknowledgeforreasonsrelatedand unrelatedtothedirectcreationofthisbook. Jim,Wes,Tim,andBethareamazinglypatientandendearingindividualswho areverygoodatwhattheydoatWordware.Theyputupwithallthevarious manifestationsofmy“firstbook”angstandtookitinstride.Icommendthem andthankthem. PeterC.Lewis,co-workerandpalwhogavemeanextrasetofeyesasmy technicaleditor,broughtexperienceasbothanindustryveteranandteacherat DigiPentohissuggestionsandcorrectionstothemanuscript.Beer’sonme nexttime! Thankstothecreatorsof3DStudioMax:Discreet.I’vebeenusing3DStudio since1992,andwhatevertheycalltheiroffspring,Autodeskhasmuchtobe proudofwhentheylookatthemakersofthemostwidelyused3Dtoolingame developmenttoday. AspecialthanksalsogoesouttomyidMomma,too.Iloveyou,Ms.Donna! OverthepastfiveyearsI’vemetanamazingrangeofpeoplewhoareapartof theonlinecommunity.Someoftheoneswhohelpkeepitrealare:Sean“Red- wood”Martin,someonewho’salwaystheretohelpeveryoneoutandnottake sides;Milla“Chiq”Bennett,atruegamergirlwhounderstandsthemaleanimal andlikeshimanyway;Drew“Rogue13”Rischatthe“paragonofcool”site knownasPolycount;andfinally,thevivaciousyetsagemomandwebmistress, Jen“Mynx”Bailey. Dedication Tomyfamily:Marion,Trent,andBrianna—thisone’sforyou! Introduction Introduction Likemostofmypeersinthecomputergameindustry,I’mself-taughtinwhatI do.I’velearnedhowtocreateartwithacomputerbyreadingmanuals,doing tutorials,andsimplyputtinginthehoursworkinginthegamingindustry.I’ve beenfortunateenoughtoworkforsomegreatcompaniesandwithsomegreat artists.I’dliketosayI’velearnedalotfromthoseartists,butunfortunatelyI haven’t.I’velearnedtogetfasterbecausetheotherartistnexttomeiscrank- ingthestuffoutfasterthanIcan.I’velearnedjusthowbadmylatest masterpiecesucksbecauseofhowcoolthestuffisthatotherpeoplearoundme aredoing.Manyofthoseartistswouldlovetositdownandtutorothersintheir ways,butunfortunatelythere’sbarelytimetolearn,letaloneteach.There’s justnotenoughtimeinthedaytogetyourworkdoneandbebothstudentand teacher.Timeisaluxuryandaveryhotcommodityinthegamedevelopment world. WhileIcan’tpointtoanyonepersonasamentororteacher,Ihavedefinitely pickeduptipsandtricksbysimplywatchingothersdoartonthecomputer. That’showI’veapproachedthisbook.Iwantyoutowatchmedomything.I wanttosharewhatI’velearnedandhopefullyteachyouafewthingsinthepro- cess.IwanttosharewhatI’vestuffedintomyheadandfingersoverthepast nineyears,fourcompanies,andninegamesbecauseIknowhowhardthatkind ofinformationistocomeby.Evenifyou’reexperiencedatmodelingandcreat- ingcharacters,Iguaranteeyou’lllearnatrickortwofromjustobservinghow someoneelsedoesit. Bypurchasingthisbookyou’vedecidedtoseeifsomeoneelsecanhelpteach youtoteachyourself.Specificallyyouwanthelpinlearninghowtocreategreat, low-polycharactersinMax.I’mbettingthatsomeone(me)can.Beforewarned, though,I’mnotjustaddinganotherdidactic,strictlyeducational,drytechnical manualtoyourcollection.Iwantedthisbooktoreflectalittlemorepersonality. I’veincludedoccasionalanecdotal“authorizeddigressions”orsmalltalesoflife “inthetrenches”asadeveloper.I’vealsoincludedFYIs,ForYourInformation factoidsorobservationsthatpertaintothematerialbeingcovered.Filethem awayforreferenceorskippastthem—it’suptoyou. ix

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Whether you're new to 3D Studio Max or you're an experienced developer working on your next game, Modeling a Character in 3DS Max will be an indispensable addition to your Max book collection. Paul Steed, modeler and animator of characters seen in id Software's Quake II and Quake III Arena, shows yo
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