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usualy, the author is supposed to say that this
isn't the best way of modeling/sculpting and
all that, and well I suppose it isnt, but it
gets you around ;D This tutorial is not for
total beginners, you should have some experience
to make it through it. I have for example not
explained where to find the different tools. |
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you progress through the tutorial, you'll notice
that i have set the images up in 3 or 4 steps.
Here you might have to use your own skills to
find out how to find the solutions, but I'll
explain it as good as I can. To avoid confusion,
these images have numbers in the corners. Hope
you'll find my tutorial helpful :) |
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Start
off by creating a plane in the Left viewport.
Set length to 260 and width to 165, and both
length and width segs to 1. The chosen ratio
fits the sketch pretty well.
Select
a free slot in the material editor and add
the sketch.jpg to its diffuse channel. Make
the map visible in viewport and apply the
material to the plane. move the plane to x=0,
Y=30 and Z=0 (World) so that the center of
the character will be in the center of the
coordinate system.
Also
turn off the Grid in the perspective and left
viewports, turn on Smooth + Highlight, and
Edged Faces. Right click the plane object
and bring up the properties dialog. Check
the Frozen box and uncheck the Show Frozen
In Grey box. Now the sketch wont interfere
with what we do in the viewports.
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We'll
do the legs first. Create a 10 sided cylinder
with 7 height segments in the top viewport.
I set the radius to 17 and moved around
in the left viewport so it overlapped
the leg on the sketch. Enable Display
As See-Through Toggle, this way it is
easy to see the sketch when youre working
on the model. |
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| Convert
the cylinder to an Editable Mesh, or Editable
Poly if that floats your boat. I am not
that familiar with edit poly, so some
functions may vary. I suggest you use
edit mesh for now. In (Element) mode,
select the leg and move it about 30 units
to either side in the front viewport.
In (Vertex) mode, use the scale, move
and rotate tools to make the pants look
somewhat like this. Start on the top and
work with the verts segment by segment
downwards. Remember to scale on all three
axes so the pants wont look even in the
front viewport. Delete the top and bottom
cap polygons. |
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Now
we're gonna make the crotch area. Create
a new 12 sided cylinder with 2 height
segments in the top viewport. Use the
Move Transform Type-In to center it over
the belt on the sketch. I used the coordinates
X = 0, Y = 0 and Z = -18. Scale it about
140% on the X-axis (Top or Left viewport)
Convert it to an editable mesh, delete
the left side polygons and the top and
bottom polygons. Enable See-Through Toggle.
Add an FFD (box) modifier to the stack
and set its number of points to L=3, W=2
and H=2, and adjust the top of the pants
to the sketch by moving the control points
like on the image. |
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lets connect the two parts. First move
the top of the leg towards the new soon-to-be
crotch. Highlight the leg mesh and select
the 2 top segments in (Polygon) mode.
We dont want to break the topology on
the bottom of the pants, because we are
to make shoes there and they need (on
this model at least) a perfect symetrical
circle to be extruded from. But we'll
take that later. With the polygons selected,
turn on Soft Selection. Set Falloff to
40 units. With the polygons selected,
add an FFD 2x2 modifier to the stack.
When you move the control points, only
the top parts of the mesh will be affected,
and the degree they are affected decrease
as you go down the mesh. This renders
the bottom unchanged. Add an edit mesh
modifier to the stack, re-convert it to
an editable mesh or use the collapse button
in he utilities menu. I suggest you collapse
the stack from time to time. |
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Use
the attach button to merge the two meshes
into one. Highlight the 5 vertice pairs
on the outer side of the hip and weld
them together two by two as shown on the
picture. |
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The
next part is a bit tricky. Since we
used a 10 sided cylinder and have connected
5 of the verts to the newer piece of
mesh, there are 5 left. Move the vertices
on the inside of the crotch down a bit
in the Front viewport: Then select all
the 5 remaining edges and shift drag
them towards the center of the X-axis
and up a bit. Use the Scale Transform
Type-In to scale them down to 0% on
the X-axis. Use the Move Transform Type-In
to center them on the X-axis as well.
Weld
the two vertices on the front and the
two on the back where the mesh leaks
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USelect
both the original and the instanced mesh
and highlight the top Edges. Shift drag
them up a bit and use the Scale tool (Select
and Non-Uniform) to scale them in a bit.
Highlight all polygons and in the Surface
Properties dialog set their Material ID
to 1 and Smoothing Group to 1. The Pants
are now finished. In the Material Editor,
select a new slot, set its diffuse color
to something bright brown/yellow and click
the "2-sided" box. I used the
values R= 200, B= 190 and G=180. Apply
the new material to both pant objects.
Strike "8" to bring up the Environment
and Effects dialog. Set the background
color to bright grey. R=190, B=190 and
G=190 works fine. |
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Set
the Referance Coordinate System to Local
and Shift-drag the 10 edges on the bottom
of the pants down. Scale them out on
all 3 axes while trying to maintain
the shape of the shoe on the sketch.
Shift-drag one more time, but do not
scale. Select the vertices (remember
we are now working on an object with
two sides) as shown on the picture (1)
and chamfer them about 6 units (2).
Target-weld the top of the three new
vertices to the vertice above (3). This
is best done in any other than the Left
viewport.
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We'll
continue the shoe by Shift-dragging the
edges and scaling them. Also manually
move the vertices on the front of the
shoe to fit the sketch. Build the polygons
under it manually. Rotate all the shoe
polys about 10 degrees outwards on the
Z-axis in the top viewport while soft
selection is turned off. A radius of 40
works fine sow the leg wont look twisted
and ugly. Set the two first segments of
polygons to Smoothing Group 2. This seperated
the shoe from the pants and also makes
a rough edge where the dark brown meets
the light brown on the sketch. |
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Ok now we got
the shoes and pants nailed down pretty
well, let's move on to the upperbody.
We're gonna use the same techniques
as before, shift-dragging edges, scaling
and moving vertices where it's needed.
Use the circle of edges on the top of
the pants to extrude out the stommack
and chest. Shift-Drag from both the
original and the instanced mesh. Rotate
and scale in and out to fit the sketch.
7 segments will do. Set the two first
to Smooth Group 2 to seperate the for
some reason bare stommack from the pants
and the shirt. Dont worry about the
jacket yet.
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Next
step is to make the arm, place it in the
desired location and clean up the mesh
in the shoulder area. Start by making
a 10-sided cylinder in the top viewport
and make it somilar to the referance image.
You'll have to rotate it 90 egrees on
the Z-axis before you start for it to
fit my evil scheme >:] Also scale the
arm down to 90% on the X-axis to so it
wont looks so fat. |
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