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I've
written this tutorial in response to
a request for a tutorial on spline modelling
a nose on Maxforums. It's been
a while since I used surface tools as
I've been useing mostly polymodelling
lately. It touk me quite some time too
creating this still slightly messy nose,
and I'm sure if I would have used my
familiar polymodelling technique demonstarted
in my mouth modelling tutorial I would
have cut my time at least in half. Still
and this is the point I want to make,
this might not be the quickest of techniques
but it does teach you valuable things.
It's my opinion that every modeller
should at least have tried every one
of the more popular techniques like
NURBS, spline modelling, polymodelling
and boxmodelling before sticking to
one. This teaches you for one to see
things from a different perspective,
it forces you to rethink your strategy
and it might even surprise you at times
when you'll think of something you just
couldn't see before.
Spline
modelling is excellent in the way that
it forces you to use a minimum of splines
to create your shape, you are forced
to think before you act. If you don't
you'll end up with a mess of bezier
curves that you just can't handle. Even
more it will get extremly hard to get
a smooth surface.
I
hope this tutorial will learn both the
spline modeller and other modellers
a thing or two about modelling with
splines but also about modelling in
general. I don't want to stress this
tutorial as being A NOSE TUTORIAL, it
shouldn't really matter what you are
modelling, what is important is that
you study your subject first and once
you think you know enough it is time
to open your modelling tool.
Ok
enough said, lets get going :
I
started with taking some pictures of
my own face, A digital camera can be
a very valuable tool for every modeller.
Of course it's an expensive toy so you
might just want to settle for a webcam,
they come cheap and do wonders studying
your own face.
I used a side view and a front view
photo in the right and front viewports
of Max. My 3th picture was one of the
bottem side of my nose which I used
just as a refernce to remind me how
everything looked down there :)
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A
beautiful nose so my girlfriend tells
me :), personally I might have created
myself with a slightly different design
but I guess we don't have much say in
that do we. Now we modellers do can
play God in our own limited way by shaping
our models the way we want. So that
at least softens the pain and frustration
;)
Ok
down to Max
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In
the side view I created my first line,
I placed a number of points where you
see red dots. Think about where you
place these !! You don't want more dots
then neseccary, less is better then
to much.
Most
of the ones I placed where needed for
the curve the nose was making, at the
dot marked with the red A my nose bone
bumps out slightly so I choose to add
enough points to make this visible in
my model.
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Soon
you'll need to connect curves so you'll
get a grid that forms the skeleton of
your model. You do this in the perspective
viewport and put 3d snap on (button
marked with a B)
If
you right click on the 3d snap button
the grid and snap settings open and
you can select different snap settings.
I used snap to endpoint and deselected
all the rest for this tutorial.
You
should read up on how to work with splines
somewhere else as I will not go into
depth on this subject. An excellent
tutorial you can find on the website
of my friend Erik
Asorson.
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Here
you see how I created a second curve with
corresponding verts to the first curve.
See to it that they correspont as you
will need to connect them later to make
the overlapping skin or surface. Again
try to feel how your subject is build,
what is important and what is not. |
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You
see here how I created a 3th line (top),
these 3 lines define the global shape
of the nose, all we need to do is connect
all the points with curves so that quadpatches
are formed.
A quadpatch is a surface with 4 corner
points. You can also create tripatches
with 3 corner points but they are harder
to smooth out and and most modellers
avoid using them.
If
you add a "surface" modifier on top
of your modifier stack you can see the
effect right away and start tweaking
those bezier handles until everything
is smooth.
I've seen tutorials that prefer to create
everything in one viewport and afterwards
dragging all points in the correct 3
dimentional position. This however is
in my opinion a real headache, if you
take it one step at a time and make
everything smooth right after you created
it you won't get frustrated and there's
less chance you'll give up on your then
seemingly hopeless mess.
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So
far so good, I'm getting some good results
as I go so I'm still relaxed and happy.
Of course now comes a bit of a difficulty,
the entire nastral thingie, baaahhh
time to give up :)
No
just take it easy, get some food, a
drink and again one step at a time,
think before you act. You want a minimum
of control points, that's important.
You will also need the top viewport
more often now to get a good view on
thos horizontal curves.
Follow
the screenshots and find out how I create
this nastral.
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As
I go I'm inserting more points, refining
those curves. Don't mind about having
to much ponts to create that surface,
we'll deal with that later. Just always
minimize that's all that is important.
This
is not polymodelling and the biggest
difference is that with bolymodelling
you need a poly for every detail. Here
however you have bezier curves that
give you a LOT of control over that
surface without needing much patches.
See
how I create new lines and points to
create the shape I need.
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You'll
notice in the left image that I create
straight unsmoothed curves inbetween
the controlpoints. I always do this
because it's easy to smooth them out
afterwards, however it is hard to create
them making cureves right away as the
curves are hard to control especially
in the perspective view.
This
is where one could use the Splinetools
script. With it you can select part
of a spline and smooth that instead
of smoothing the points at the end of
the splines segment.
The
way I do this is create the segment
as a straight curve, then convert the
segment to a smooth curve and then,
convert it to a bezier. Why go through
the extra smooth step, well you'll see
that when you do this you're bezier
handle will be nicely along side your
curve where else when you go from straigth
to bezier you will have trouble finding
your bezier handle.
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TIP
: When you press the icon marked with
the red circle and lettre A you can
see the effect of the surface on your
spline cage. You can model away while
the effect of the surface modifier is
directly visible.
Note
:sometimes the surface flips it's normals,
or even just a few patch normals but
not all. Don't worry about this, it
will get back right when you close a
few holes here and there.
TIP2
: use the Fuse button to get points
to pack together as if welded but without
actually welding them.
TIP3
: Use area selection to select groups
of points instead of individual points.
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This
might seem like a sudden jump forward
but all I did was simply pull tht point
that was there all along upwards making
a cavety. I did a lot of teaking the
bezier handles here to make it all look
good with this minimal amount of points.
If
you are wondering how I made the skin
transparent, well it's a Max feature,
no plugins required. Press Alt-X to
do it !!
You
see I made a bit of a mess creating
as much curves as I did above the nastral.
I will clean this up later !
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There
are still quite a bit of things I would
tweak better before actually call it
finished. But for this tutorial
this result will do.
I
hope this was usefull, insightfull and
maybe even fun to read, who knows. In
case you want to contact me for quastions
remarks, or just a friendly chat you
can reach me at opdebeeck@cgcommunity.com
or at david@artdwarf.com
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