3D studio Max là phần mềm đồ họa cực mạnh, với khả năng to lớn của mình 3DS Max đã được ứng dụng rất rộng rãi trên thế giới để xây dựng nên những thước phim 3D chân thực. Tài liệu dưới dạng tiếng anh, giúp chúng ta tiếp cận với công nghệ hoạt hình phổ biến hiện nay.
Trang 1Further Studies in Organic Modeling
Home | Learn how to skin models using SURFACE TOOLS | Links
This article focuses on head modeling using MAX's default tools consisting of two seperate sections that features different methods for generating complex shapes The 1st method closely resembles the procedure
I use to develop heads skinning together various cross sections The 2nd method is a little bit more simple
but, all you will end up with is a basic, featureless head that you must later tweak extensively using FREE
FORM DEFORMATION, PUSH, or any other method you prefer But, the main advantage of the second
method is that it gives MAX users capabilities similar to other packages such as PowerAnimator v8 for
instance If you ever looked at a PowerAnimator tut, you no doubt noticed how they use the actual two
dimensional shape of the object they are going to skin By inserting cross sections along the length of the shape PowerAnimators get a three dimensional shape Well, in MAX this process is way simpler and more automated Simply take the top and side pieces of your shape and pick the cross section you want and then
MAX does the rest What shocks me to death is that their are no other tuts on this subject Part I will
address skinning using the Loft tool like the new U-Loft tool that comes with MAX R2 at my Studies on
Skinning in MAX R2 Right now, I'm at a loss for the first process It's way hard and nothing's automated
For instance, U-Loft calculates the path for you so that you will never have to draw a path spline
Part I - Lofting Multiple Cross Sections
The strange irony is that I heard it was possible from a lightwave/imagine user on one of my many travels on the net 'Lofting' he said it was called in MAX that allows users to skin curves Naturally I said no waaayyyy, man! You got it all wrong You must be thinking of RHINO But, so far my model looks normal It's scary but I guess MAX always had the ability to skin together cross sections on its own Just that nobody thought to give MAX a chance But don't get too excited This method is somewhat flawed So far, I really can't get the shape perfectly right My theory is once you get to that 90 degree curve you have to do something totally
different than what is normally done in SURFACE TOOLS Meaning, the curve to form the side of the head
must be adjusted somewhat differently
First draw a half circle I used the ARC command but if
you know a better way than please use it This spline will
be your PATH The cool thing about LOFTING is that it
does not care about the number of verts you have in your cross section so much as it cares about your first vertex This is the probuly the most important step because it determines how your shape should curve around in degrees
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Trang 2Further Studies in Organic Modeling
Read the lesson on learning how to skin models using SURFACE TOOLS tutorial yet? If not, study it to see how
to design cross sections and make sure you know what a
big vert or FIRST VERTEX is Just like SURFACE
TOOLS, the first vertex position is very important to the
lofter That white object you see is my PATH sitting there
just waiting for the cross sections to be snapped to the curve
Sorry pic so blurry The next step is very important Click on the path
spline and then click on LOFT option under Create->Geometry Next,
click on your first cross section Make sure your path value is set to 0 Make sure the rest of your settings look like this one
You should get an object like this one after you click Get
Shape from the panel From here, it's a matter of artistic
judgement where to add the rest of your curves The Path
value goes from 0 to 100 Your first section will sit on 0 From here, determine the distance between each curve For this example, try around 10 to 15 Play around with the other options and see what you get There really is not easy way to figure where to put your cross section other than once its there, you can tell if it looks wrong
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Trang 3Further Studies in Organic Modeling
When you get halfway your face should probuly flesh out something like mine I really don't like skinning using LOFT but, I figured why not give it a shot to see if I like it
better because of the instance option and fast updates
Unfortunately, after all this hard work all you get is a mesh which is fine if you have a Mesh Deformation program I know its possible to build a perfect head like this because
I saw an example at this site I really don't know how he did it but, he did This method is kind of tough at first just like U-LOFT Just keep trying and let me know if you can get this process to work But, I hope this tut has given many of you ideas how to approach other projects
These are the settings I checked to generate a smooth loft surface Lofting using the default MAX tools may require the artist to edit the
splines a little differently than SURFACE TOOLS I still have to research
and develop some solutions to this interesting feature of the MAX lofter
Part II - Lofting Using Fit Deformation
The following method will form a smooth basic shape very quickly using the Fit deformation module inside
the Lofter Probuly one of the most important modeling tools in MAX because it delivers the overall form of any organic or mechanical shape to the user very quickly At first, the regulations regarding the use of the lofter may seem rather strict but, after a couple applications of the lofter, most MAX users will no doubt come to appreciate it as an important and efficent tool for producing low or highly detailed meshes
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Trang 4Further Studies in Organic Modeling
That single line at the top is the linear PATH which is
nothing more than a single spline The green circle will be the cross section the lofter will use to flesh out the head shape As you may already know, nearly all organic surfaces are composed of circles Therefore, I decided to use circles to compose my head shape The purple circle is
my FIT X shape It is very critical that you understand what
the FIT X/Y shapes represent I recommend purchasing Inside MAX I for detailed info on the lofter There is a whole chapter that details all of its' capabilities The orange shape
is a basic representation of a head shape that I want lofted
I used Smooth->Smooth drawing type to draw my lines instead of Bezier->Corner type I picked Smooth because it allows the artist to draw organic shapes quickly similar to the use of NURBS curves
First, click on the PATH shape Next, click on
Create->Geometry->Loft Click on the LOFT button to bring out the roll out The next step is to click on the cross section shape
to fill out the path spline Now, you should see a solid cylinder depending on the width of your circle The lofter automatically assumes you want all the cross sections drawn from the first position 0, all the way to the end of the path, 100
Next, click on the Modifier button At the bottom you will see the Loft rollout Go down and click on the Deformations
rollout and click on the FIT option In the window, click on
Make symetrical to turn it off Now make sure Display X axis is selected, then click on the shape that is going to
form the top of your mesh If you ever observed the top view of a head mesh you no doubt noticed how all the points converge to the center of the circular shape? Well, this is why I selected a circle to be my FIT X shape
Anyways, click Get Shape, then click on the circle You
should see the circle in the window like this
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Trang 5Further Studies in Organic Modeling
This is my FIT Y shape which defines the side view of the mesh As you can see, I made some minor adjustments to the overall contour of my shape All of the vertices as you
may notice never overlap to avoid a strict violation imposed
by the lofter This is the reason why most of the organic shapes you may get from the lofter will not be very detailed But, it is possible to loft other details of your mesh
seperately then Vertex Weld them on later Also, it is
possible to add minor details such as a nose as long as your shape never hits a certain position along the Y axis more than once Imagine taking a ruler along the X axis along your shape If you have more than two points alone this imaginary verticle plane you have a shape that's
overlaping The lofter will still render your shape though
But, it will have numerous, uneven breaks that are tough to weld
Now, click on the Display X/Y axis button Match up the vertices the best you can to create a smooth transition between the two deformation curves If you can imagine the FIT Y shape sitting in the left viewport and the FIT X shape
in the same viewport just that it sits inside the FIT Y shape like the general composition of a NURBS object That is the same logic of a lofted shape in MAX and the key to
developing other meshes Next, click on the Generate Path
button to confine your lofted shape to a path
Now you should have a smoothly rendered object The next part is what really makes the lofter really shine You can control the density of your
mesh First, check the Skin option under display to view your wireframe
Adjust your shape and path steps to reduce your face count This is the
main advantage of Lofting this way over U-Loft and SURFACE TOOLS
And you have the ability to generate the form you want and reduce it way
lower than both NURBS and PATCHES Be sure to check under
File->Summary Info to see your face count as you adjust your steps
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Trang 6Further Studies in Organic Modeling
The shape the lofter generates never is much to look at It's
in bad need of a nose, lips, and countless other details a head mesh posesses But, with a little tweaking, this can easily take on a little more definition
Home | Learn how to skin models using SURFACE TOOLS | Links This site is ©1999 by Richard Osborne All rights reserved Duplication strictly prohibited without my written permission
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Advertising InformationWelcome To the 3D Source.net, your 3D Resource on the Internet
MAX GUIDE v.1.00 - By Olli-Pekka Saastamoinen Website: http://www.dc.fi/~ops
BOX MODELING EXERCISE 3
In the next 20 minutes you'll learn an easy way to model a human body We're going to use box modeling technique (with meshsmooth)
Requirments for this tutorial are that you have 3D Studio Max 1.2 or later and knowledge of the Max basics.
Note: Max 2.5 users might find useful the Cut and Slice options.
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There's no retouching made after Meshsmooth was applied.
Step 1 Making Profiles
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First we have to make (well not have to, but helps a lot) 2 reference pictures (front and
side view of what we are modeling)
If you have a scanner you can draw them on paper and scan to you computer I don't have, so here's how I did it
I drew the profiles in Max with splines See bellow.
Click here to see a high res version You can use that if you want.
Step 2 Modeling Leg
It's easier to start from a leg Start by makeing a box Oh and remember that you have
to model only the other half.
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Now apply Edit Mesh and select a top face You don't have to enter anything in the
"amount", just press up arrow and you'll see the extrusion.
Next picture shows you "have to do" segments.
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Those thick red lines shows you where you have to stop the extrusion
When you hold down the arrow and see the extrusion you have to stop in these lines (you get minimum detail)
In Max 1.2 and 2.0 you have to think in the future, because you can't add more segments afterwards (in middle of the body)
Max 2.5 users can make a whole body first and then add more segments (Cut and Slice) You also should watch your side view
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Leg extrusion ready See those segments on the knee area (you should add more segments in knees, start of an arm, elbow etc to make it better for animation).
Now It's time for editing the leg Move vertices so they match with the reference pictures you made You might see that I placed some segments wrong (on butt area) That doesn't matter much when Meshsmooth is applied Max 2.5 owners have no problems, use Slice.
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Step 3 Torso
Use the same technique as with the leg.
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Step 4 Arm
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Start by selecting the face where to start arm extrusion
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Here's what I got.
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Click here to continue - Making hand
© Copyright 1998-99, Lukas & Dominik Dryja All Rights Reserved Duplication strongly prohibited.
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Advertising InformationWelcome To the 3D Source.net, your 3D Resource on the Internet
MAX GUIDE v.1.00 - By Olli-Pekka Saastamoinen
BOX MODELING EXERCISE 4
Step 5 Hand
I made a side view of the finger with splines (top view also)
I made some boxes to help the extrusion process Black boxes shows points where the finger bends Whites are for nail (yes we're going to do a finger nail also)
Pictures bellow shows how I extruded the finger.
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Next step is to move vertices so they match with the profiles Note that I added more
segments on tip of the finger to make it more smooth
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Now comes the "hardest" part extruding a finger nail
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Select the faces and press ONLY once the extrusion arrow
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Now select those extured vertices and scale them inside the finger as bellow picture
shows.
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Red line shows what where scaled
You need 3 segments to make this nail
Seg 1 You did this minute ago.
Seg 2 These vertices you pull IN the finger, so you get a finger nail "socket" Seg 3 This is the nail it self You pull vertices OUT of that "socket"
FINISHED FINGER (MeshSmooth)
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Well it's not perfect When your character is ready (and meshsmooth applied) you can
select fingers vertices and apply FFD modifier
to edit fingers Finger nail is little too big, but that's very easy to correct.
Now we have one finger All we need is a thumb
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As you can see I made a copy and deleted half of a finger and scaled it bigger (looks
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Place them as you can see on above picture.
Next make a box (width 4, lenght 4, height 1)
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Now move vertices so it look something like pictures bellow
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Here I've placed a thumb in it's place I just rotated it and moved vertices so they can be
welded with palm vertices.
Now it's time to connect those fingers to a palm
If you're getting following results when you apply Meshsmooth
You have made one mistake (yes you welded those vertices together), but did you
deleted the faces?
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Here all "connection faces" are deleted.
Now you just attach them together and weld those vertices (white dots)
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Ending result
Fingers are way too long Meshsmooth also makes finger nail area look like a box
(can't figure out why)
Continue On Next Page - Making The Shoe
© Copyright 1998-99, Lukas & Dominik Dryja All Rights Reserved Duplication strongly prohibited.
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Advertising InformationWelcome To the 3D Source.net, your 3D Resource on the Internet
MAX GUIDE v.1.00 - By Olli-Pekka Saastamoinen
BOX MODELING EXERCISE 6
Step 6 Shoe
Makeing a shoe is so simple, that couple of pictures explains it all
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Some help made with splines.
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There's 2 segments first is pulled little bit over a leg and second one is pulled down
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Not bad.
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Step 7 Connections
All we have left to do is connecting a hand to an arm and then 2 body halfs together
Connecting all the parts together you do just like with the fingers Delete connection faces and then weld vertices together.
Step 8 Meshsmooth
Now just apply Meshsmooth Check "quad output" and "smooth".
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Now it's time for rotating your character and saying "Did I do this!"
If you watch very carefuly you might see, that something important is missing Yep, a head.
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Don't worry here's a small link list for the best head tutorials.
Modelling a Face With Patches Modelling a Head With Patches Modeling a Head With NURBS
And THE head tutorial for Surface Tools owners
Facial Modeling - Spline Modeling Heads
All questions/comments are welcome ops@dlc.fi
© Copyright 1998-99, Lukas & Dominik Dryja All Rights Reserved Duplication strongly prohibited.
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Trang 39Chapter 7
Making Creatures with FFD
This tutorial is a chapter from my Building Awesome Creatures Book Last section, we took capsule primitives and
formed them into muscle primtives Then we used FFD and booleans to make our biped seamless By relying heavily on
a blending plugin such as blend by digimation, we were able to achieve excellent results Now, let's model a more
irregular type surface using FFD again This character is way simplier than the blobby mesh, therefore you may not even need to merge the various mesh parts we are going to create
Modeling with FFD
Golden Rule: 1 When adjusting FFD lattice points, always drag to select your points 90% of the time, I always make square selections This is very important
First, we are going to build our creatures leg Draw a 12-sided capsule in your Top and Front viewports Radius:42 and
Height:-242 It should have at least 3 to 4 segments Apply modify FFD(box) 4x4x5 Adjust your leg to look this Left
viewport
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Label this object leg01 Now we need to make a shape that slightly resembles a bone and then position it directly above this one at a nice angle Draw a capsule of dimension Radius:68 and Height:-421 Give the primitive at least 5 segments Rotate the leg on the Z axis MAke sure it is properly placed in your Front and Left viewports Remember, do not apply any transforms in your perspective view Apply FFD Manipulate the lattice until you get a nice bone shape where both ends are kinda balls up Label this object leg02 To complete this leg object, clone leg02 Drag the copy to where the ends meet with leg02 Your viewport should look something like this one
Notice my pivot point is at the end of my bone For animation purposes, this is very important Our creature's leg is almost done Let's add some claws for his feet Create a multisegment capsule of dimensions Radius: 70 and Height:
368 This shape must be at least 4 to 5 segments Apply FFD Adjust your lattice using the Top and Left viewports until it resembles a claw Move it to your leg
Now let's design our little creature's body In your Top viewport, draw a capsule Watch as it extends into your Left viewport It should be dimensions Radius: 81 and Height:-839 Make the segments 5 Now go to the scale transform and hold down your mouse and choose non-uniform scale Restrict your axis to X Now increase your capsules X scale a reasonable amount Apply FFD (box) 4x4x5 To adjust the creatures' body, it may mean adjusting the lattice points in all three 2D views Label this object body01
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