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
Description: