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Tiêu đề Further Studies in Organic Modeling
Trường học Unknown
Chuyên ngành 3D Modeling
Thể loại Tutorial
Năm xuất bản 1998
Thành phố Unknown
Định dạng
Số trang 256
Dung lượng 7,29 MB

Các công cụ chuyển đổi và chỉnh sửa cho tài liệu này

Nội dung

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.

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Further 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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Further 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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Further 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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Further 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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Further 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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Further 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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3D Source.net : Make it your online 3D Home

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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Chapter 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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Chapter 7

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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