Hello guys and welcome to another Edition of Animations on
HypefroActive. Ok, I really am excited to be with you today after an AWOL. And because we like to serve fresh Animation topics and tips every time we hit the web, a bit more research has been done into the world of Animations by
yours truly and this time it’s the modelling arm. Well, nothing too flashy again,
but a little bit more complex and appealing than what I used to do. So without
much ado, lets go.
For some time I’ve been doing some drawing on low key for
the sake of character design because I think that’s one of the things I’ld like
to develop in my animation work. It wasn’t all that difficult because I did
plenty of drawing as a kid. I spent time then drawing comic characters like
“Captain America, The Hulk, Thor, Spider Man etc”. So coming back later in life
to draw straight manga, Disney or pixar characters wasn’t that much of a
problem. I've also come to learn that drawing on its own is wide and goes beyond one or
two weeks of trainning if you really want to be very good at it. Anyways, the little I
picked up was enough to get me on my way. So I fired up 3dsmax and started
thus…
Creating a Box of about 40 by 20 by 20, I made sure it was
centered on all the axis by zeroing out the x,y and z axis. Converted into an
editable poly then went to the object properties by right clicking to turn on
see through and backface cull. These two makes it some how transparent so that I can at least see
through the reference I would be using to model it. Ok, so that’s done and it’s
time to bring in the reference, but before then it's good advice to delete half of the box and add a symetry modifier to
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| Googled image used as reference |
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mirror the other side. Now, there’s a bit of problem with bringing in the reference because
I didn’t really want to model any of what I drew, so I googled up some images
and got an extra from a the movie rio and at the end I had about three of them
I’ld want to work with but didn’t want it to look exactly like any of them.
Anyways I went ahead and brought one into Max and began working with that.
First thing I did was to create the facial divisions on the
box so that it looks like a face, taking into account the levels of the eyes,
nose, chin, and head. Then the box is
shaped into the head reference. At this time the head should be divided into
three sections. The first covers the fore head, next is the eyes and nose then
the mouth lines and connecting them somewhere at the
bridge of the nose near the eyes with an horizontal line, the journey begins. I
worked mainly on the edge and vertex sub object levels
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| Vertical lines carving out the nose |
here, either connecting
lines together in the edge mode or using cut in the vertex mode to draw lines
between vertices. Looking at my reference with a little imagination based on
previous modeling experience, I shaped the nose into what you see in the pix.
One of the references has that and I liked the idea of the long pointed nose.
But I didn’t want the eyes on the level the ones in the ref were so I brought
mine down. I probably didn’t need any drawing to tell me that as I already know
what I wanted it to look like and drawing it out would have been perfect but it would further
take my time.
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| sculpting the nose and carving out the mouth |
I always start with the nose. Drawing two vertical lines and crossing them with an horizontal at the ridge. Then i continue by bringing the tip out while the second line stays connected to the face and i work my way through buy cutting and and connecting edges until i get the desired results.
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| making mouth divisions |
Anyways, the next thing I did was to sculpt the mouth. I
began by drawing perpendicular lines to divide that region into four sections.
Then connected them again until I got a rhombus (a slant-like rectangle) which
I later inset, cut more edges to form the lips and continuing using these
combos until the mouth formed. The Eye is the trickiest part because you have
to take the eye sockets into consideration and blend the curves obtained to the
ones gotten from the bridge of the nose. So you begin by creating a deep
well-like eye socket that will contrast the soon to emerge eyeballs. And you
this by going to the vertex mode, right clicking and using the cut commands to
cut a six or so polygon representing the eye socket. This can be refined later
to include more sides and
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| working on the eyes |
make it into something looking more like a circle. A
tip, in 3dsmax, most major tools used in modeling are found on the control
panel that by default docks on the right of the interface. They are also
available for use by right-clicking an the modelled object. In this section,
re-distribution of edges and inseting of polygons will be what you’ll need to
do here mostly. Then you could also use the cut tool to add necessary edges
that would improve the topography of the model. You have to be focused and
patient while doing this and employ whatever skill that you can to achieve what
you have in mind because one or two wrongly placed edges or vertices could
change the appearance of what you have in mind.
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| refining the head model |
Continue refining until you are satisfied with what you have
on your screen. Afterwards, you’ll have to focus on the face in general. This
section would cover the edges that cut across the sides of the face to the
bridge of the nose. See this as horizontal cuts and the ones to cross them will
be the vertical ones, coming from the vertices of the eye sockets down to the
lines of the mouth created earlier. Another tip is that you try as much as
possible to keep all the polygons four sided and that is the maximum. Being
mindful of the number of sides your polygons actually have which in this case,
four, is good practice. Now it’s possible to have three especially at the edges
and in some cases like when you are trying to take down the poly count of an
object but these cases are when it’s absolutely necessary and other than that,
four should adopted as correct practice and this keeps things really simple and
uniform for you. Then another thing to watch out for is loose vertices. These
happens majorly when you are in the vertex mode and you use the cut tool.
Things like this can pose a problem while skinning and animating the character.
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| variants of the head model |
These are the key features of the head. In refining the fore
head, just adopt the same procedure for the cheeks and you’ll be fine. And that
goes for the rest of the untouched parts of the head. It sounds easy when I
write this here but would help if you have been practicing before now on how to
model characters
or at least have the
patience and determination
to get better
at modeling. Anyways from
here I could go on to bring out variants of this head
model and can use them as I deem fit. It’s just a matter of re-distributing the
edge flows and behold the variants. So that’s that about modeling of my new
character’s head. And until we meet again, keep animating.
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