INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him and next month we will be
interviewing the man himself!
front profile
Modelling of the body viewports are now saved in separate files and
they can easily be loaded after restarting the
clothes ?
First of all it is a good exercise and you should
never miss the opportunity to go in at the
bottom of the things and because it will be
very easy to take support from the body to
model clothing later, thus giving a true volume 4 - Still in Right Viewport, use Extender Plus
to the character. Of course there is no need to (e) to extend the beginning of the leg and
make the body with lots of details, thus the feet adjust the points using Drag tool.
will be very simplified and the hands will be
modelled as gloves. Right first of open Image
Editor (F6) and load backdrop images face.jpg 2 - Under Create-Primitives choose Box (“X”)
to Backdrop card in the top menus. Under “H”) and Move (Modify-Translate-Move, or “t”)
Viewport select BL (Bottom Left viewport) and in Right Viewport to adjust the cube to toes
load face.jpg, check Pixel Blending and select in background image. Use Drag tool (Modify-
512 for Image Resolution. For BR (Bottom Translate-Move, or “Ctrl+t”) to adjust cube’s
Right viewport) load profile.jpg, and also check edges to the toes. Lasso select left most side
Pixel Blending and 512 Image Resolution. of the cube and extend it with Extender Plus
Beginner note: It’s good to save backdrop tool (Multiply-Extend-Extender Plus or “e”) and
presets for images since LightWave doesn’t move it slightly to the left. Repeat extending
load them after restarting program. It’s under step three more times. Again use the Drag tool
6 - Add another Bandsaw for the leg side using
Presets-Save All Backdrops. Presets for all to adjust it to fit the image.
the method described as above.
47 - Breasts after adjustments 50 - Select the shown polygons and merge 53 - Weld points in order shown on image.
them (Shift+z) and repeat the same for the two
Now we are going to make certain corrections below triangles.
to the geometry flow to ensure everything is
going to work well when we setup bones and
deformers for the model.
Next Month:
Modelling of the Head - Head, Ear & Assembly
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him and next month we will be
interviewing the man himself!
Welcome to the Lightwave version of this Joan 5 - In Front viewport select two most right
of Arc tutorial. This tutorial has been recreated points and extend them three times using
from the original 3dsmax version which Michel Mulitply-Extend-Extender Plus tool (e) and
Roger produced on his Joan of Arc model adjust the shape with Drag (Ctrl+t) tool to fit
which is on his site here http://mr2k.3dvf.com. the image.
16 - Using the Knife tool (Multiply-Subdivide- geometry to fit the image. Save your work and
Knife or Shift+k shortcut) make 3 cuts in the take a break! Weld Average points shown in image
selected polygon.
Beginner note: When you activate the Knife
tool, you need to drag the area of cutting.
Once you are done with that, you can adjust
beginning and end sides of the knife by left
clicking and dragging on the end points, you
can move whole knife by left clicking and
dragging line that connect ends. You add more
cuts by right clicking on the polygon where you 22 - Select 4 points in image and hit “p” to
want more cuts. 20 - Make two extensions like in image using create polygon. Repeat the same for 3 points
Extender Plus (e) and Drag (Ctrl+t) or Move that surrounds the empty area left behind.
tool. Remember to select points in clockwise man-
ner in order to create polygon facing in correct
direction.
25 - Select newly created polygons and use 29 - Make two more extensions like in image head model in the background. Activate ball
the Knife tool (Shift+K) to make a cut like in and adjust the points to fit the view. tool from the Create-Primitives-Ball (Shift+o).
Beginner note: We are going to mirror the left eyeball to fit the image. Press Shift+v to mirror
to the right side of our model. To make sure the eyeball to the other side of the model.
31 - Activate Mirror tool (Multiply-Duplicate- mode on (Shift+y) and use the Drag tool to
Mirror or Shift+v shortcut), set axis to X, make adjust top and bottom eyelids to the eyeball
sure all values are zero and check Merge sphere. It’s good idea to save your work now.
points if it isn’t.
41 - Exit Symmetry mode and create two poly- requester, set Range to Automatic and click
gons shown in image. OK. Enter Symmetry mode (Shift+y) and make
necessary adjustments, if they are needed,
with Drag tool.
45 - Extend these points four times for the chin 52 - Select polygons shown in image and ap-
and the jaw base. ply Multiply-Subdivide-QuickCut1
56 - Weld points shown in image. polygons marked with green in image using 63 - Cut the shown polygon in half using Knife
Detail-Polygons-Merge Polygons (Shift+z) tool (Shift+k) and merge marked points.
command.
58 - Use the knife tool (Shift+k) to cut the poly- 65 - Select these three polygons and apply
gon shown in image. QuickCut1 to them.
59 - Weld these points. what blue color, set both diffuse and specular 66 - Use Drag tool to adjust points created with
to 100%, and turn on smoothing box. This way cut.
67 - Select bottom three polygons and apply 74 - Select five polygons shown in image and
QuickCut1. apply QuickCut1
68 - Weld these points. 71 - Since Modeler does not support n-gons 75 - Weld (Ctrl+w) marked points in order
70 - Adjust the shape of the nose so it fits the 73 - Select four polygons shown in image and
background image. apply QuickCut1 (Mulitply-Subdivision-More- 77 - Select these two polygons and apply
Note: If you want to see through solid geome- QuickCut1) QuickCut1
79 - Weld selected points 86 - Onto the mouth now. Select points that
surround the mouth hole. Hit “e” once to ex-
tend and use Stretch tool (Modify-Transform-
Stretch, shortcut “h”) and Move to adjust it in
the middle of the mouth.
83 - Select 6 points that surrounds the hole of
the nostril. Tap “e” to extend them, and move
them up a bit and scale them to about 75% of
the original.
98 - Weld Average points shown in image. Do 101 - Drag selected points down to adjust
the same for the other side of the head. geometry.
99 - Create polygons shown in image. Select 102 - Select marked polygons and apply
them, press Shift+v, followed with “n” for mirror QuickCut1. Again, adjust two sticking points to
and “m” for merge points. Finally select newly align with rest of geometry. 106, 107, 108, 109 Use the Drag tool to tweak
created polygons, tap “q” for surface, choose the shape of the neck and jaw area. Once
Head surface and click OK to ensure that you’re satisfied with result, save your work and
newly created polygons are the same surface take a well deserved break.
name like rest of the head model.
Modelling the Ear 116 - Extend and adjust these points to create
120 - Weld marked points. 124 - Use Drag to adjust the ear from nice flat
one to more anatomically correct one. 128 - Extend (“e”) selected points and move
them slightly backward. Scale them to about
95%.
141 - Select polygons that surround ear gap on 144 - Activate View-View-Unhide (“\”) to show
the head model. Activate View-Selection-Invert all the polygons. If it’s needed make adjust-
to invert the selection. Activate Hide Selected ments with Drag tool around the ear shape.
(View-View-Hide Selected, shortcut “-”) to hide Finally press “q” to assign the same surface
all the polygons we don’t need for next few name for whole model (“Head”). Save your
steps. head model, as we going to need it in next
steps.
Next Month:
Modelling of the Sword & Leg Armour
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him. Michel Roger was interviewed
in our October Issue.
Fig 301 Load provided sword image as Fig 303 Activate Symmetry mode (Shift+Y).
backdrop in the lower left viewport of the Lasso select left and right end points (8 of
modeler (Shortcut “d”). From Create- them in total) and rotate and move them down
Primitives-Disc create 8-sided cylinder with 3 a bit so they fit the image in background.
sections (press “n” for numeric panel where Select four points shown in image and move
you can manually enter 8 for sides and 3 for them aside so they fit the image.
segments). Rotate it for 22.5 degrees in Y axis
(“y” for rotate, “n” for numeric, 22.5 for Angle,
Fig 306 Activate Symmetry mode and use the
Axis Y) so on of it’s sides is aligned along X
Drag tool (Ctrl+t) to manually adjust points like
axis.
it’s shown in image.
Fig 308 With front and back 4 polygons still Fig 311 Press Tab (ignore “error” image) to turn Fig 314 Select bottom 8-sided polygon, bevel
selected make two more extends to form nice to SubPatches and tweak the geometry. Save it three times and adjust like we did it for the
round shape like in image. your work if you haven’t already. upper part.
Fig 309 Deselect back four polygons, tap “e” Fig 312 With Knife tool (Shift+k) add two cuts Fig 315 Select bottom 8-sided polygon and
to extend four front ones that are still selected, to the handle. stretch it in right viewport so it fits the image.
and scale them (Shift+h) down to 0%. Hit
Delete key to delete the polygons. And select
middle points (10 of them), hit “m” for merge
and click OK. Now our polygon flow is much
better. Repeat the same procedure for back 4
polygons.
Fig 313 Move newly created points up and Fig 316 Bevel this polygon down 5 times to
down to the beginning and end of the handle create nice round form.
and scale middle ones to make handle more
rounder.
Fig 317 Get rid of the 8 points polygon by Fig 320 Extend them one more time and adjust
selecting points and using Split tool like we did to fit the image. Fig 323 With Symmetry mode on, select two
for the top part with . side polygons and extend them 4 times. Adjust
points so they fit the geometry.
Fig 318 Adjust geometry like it’s shown in Fig 321 Extend again and scale down a bit.
image. Fig 324 Select two (both on the left and the
right side) top polygons and extend them and
bevel once to finish top extensions.
Fig 326 Select polygons shown in image and Fig 329 Repeat the same for back side. Fig 332 Select 3 bottom polygons and extend
apply Muliply-Subdivide-Cut. Uncheck “square Reshape where is needed to form nice edge. them 7 times downward. With Drag tool
corner quads” and leave everything else reshape geometry to fit.
checked. Make sure you have to cuts, one at
0.1 and the second on 0.9. Click continue.
Fig 335 Select polygons shown in image and Fig 338 Bevel them again, with only minus shift
apply Subdivide-Modify-Cut. Turn “select value to move them inside. Repeat bevel once
outer edges” and “switch to point mode” off again with plus shift value to create buttons.
and create two cuts on 0.05 and 0.95. Click
Fig 341 Repeat the same procedure for lower
Continue.
5-sided polygon.
Fig 344 Turn the Symmetry mode on and use Fig 347 Use Drag tool and scaling to zero Fig 350 Select polygons shown and apply
drag to adjust to backdrop. technique like in step 307 to align and adjust SpinQuads (Detail-Polygons-SpinQuads
end sides of the blade. Ctrl+k) once. Do the same for the back
side. Image shows left before and right after
SpinQuads.
Fig 345 Carefully select outer edge polygons Fig 348 Align points in right viewport so the fit.
from left most upper down and around to the
right side. Apply Multiply-Subdivide-Cut with Fig 351 Select these two points and apply
0.2 and 0.8 values. Detail-Points-Weld Average to join them. To
the same for back side of the sword.
Fig 355 Select polygon shown in image and shown in image and scale them down to 0%
cut it in half by selecting it’s middle polygons on X axis
and using Split. Do the same for opposite side
of the sword.
Fig 365 Select topmost four polygons of the Fig 368 Select polygons shown and apply
shoe and tap “e” to extend them once. Scale Multiply-Subdivide-QuickCut1 to them.
them down and move forward to form the tip of
the shoe.
Fig 371 Weld these two points. Fig 378 Weld points like it’s shown in image.
Fig 372 Merge these polygons. Fig 379 Adjust points to fit the image.
Fig 381 Hit “e” to extend them. Move them up Fig 384 Do another extension and move them Fig 387 Select polygons shown in image,
and scale them a bit. down into the shoe. press “e” to sharpen the edges.
Fig 382 Extend them again and move them Fig 385 Finally, extend them and move them Fig 388 Use Drag tool to tweak geometry
upward. Use Drag tool to adjust the form of it. down and stretch to form interior of the shoe. where is needed. For this step it is good
idea do have two Perspective viewports, one
Wireframe shaded and the other Smooth
shaded so you can tweak points in Wireframe
one, and see how it looks in Smooth shaded.
Fig 390 Adjust points like it’s shown in image. Fig 393 Select lowest row of points and again Fig 396 Tweak geometry where is needed.
extend and scale.
Fig 391 Select top row of polygons, hit “e” to Fig 394 Select these polygons and hit “e” to Fig 397 For small part or armor above create
extend and scale them up a bit, then stretch sharpen edges. 7-sided disc in top view around the leg. Bevel
them down on Y axis and move them up a bit.. it outside and delete selected polygon. Flip
polygons so they are facing upward and
extrude (Multiply-Extend-Extrude or Ctrl+e)
them to down.
Fig 399 Finally, select outer polygons and hit Fig 402 Remove the triangle, if you have one,
“e” to sharpen the edges. Tweak where it is by deleting it, and welding it’s points to bridge
needed. the gap that remains.
Figure 407 Select polygons shown in image Fig 410 Select top border polygons and Fig 413 Use the Knife tool (Shift+k) to cut
and apply Cut to form the groove. apply BandSaw Pro like its shown in image shown polygons in half and delete two points
to accentuate borders. Do the same for lower laying in the middle of the disc that Knife
border. creates.
Fig 416 Select front polygon, “e” to extend it Fig 419 Extend twice and adjust to form shape Fig 422 Extend it twice like in image.
once, move it forward and scale like in image. like this.
Fig 418 Adjust points to create form like in Fig 424 Extend back 8-sided polygon twice
image. and finish it like we did for front one (scale to
zero, delete, merge middle points).
Fig 421 Select back 8-sided polygon and move
it in +Z axis to make edge thinner.
Fig 425 Select shown polygons and apply Fig 428 Adjust points to form shape like in Fig 431 Bevel outer polygon like in image.
Band Saw Pro. image.
Fig 434 Extend, move and stretch 3 polygons Fig 437 Extend back 8-sided polygon twice, Fig 440 Scale, move and rotate to fit the rest of
like in image. and finish it like it was done for front part. the armour.
Tutorial By :
Fig 436 Extend two bottom polygons, move Fig 439 Band Saw side polygons to sharpen Vojislav Milanovich
them down and stretch. the edge.