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Joan of Arc: Modeling the Body

By Michel Roger
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Date Added: 17th December 2009
Software used:
3ds Max
Why model the body if the final character has 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 to the character.

Of course there is no need to make the body with lots of details, thus the feet will be very simplified and the hands will be modeled as gloves.

1345_tid_image01.jpeg

As usual use the templates and regulate the size of displayable textures on 512 pixels in Preferences/Viewport/Configure Drivers.

Download templates here (Zip 16ko)

The return of the basic cube :).

As in the Crash Bandicoot LPM tutorial, the base of modeling is a cube, the simplest primitive in 3d...

Apply "Edit Mesh" and Collapse Stack.

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For the beginning start in left viewport, extrude one face from the cube, like show on picture on the left. Repeat this process and adjust the vertexes.

To see through mesh, activate the mode "See Through" in Properties of the object.

A short cut can be configured to pass from one mode to the other, check out Customize/Custumize User Interface and "See Through" Toggle

1345_tid_image06.jpeg
Still in left viewport, extrude the beginning of the leg and adjust the vertexes.

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With Cut, insert the edges (left picture) around whole foot. (rotate the viewport so you can cut the opposite side of foot)

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Again add one line for the leg and the heel. (from both sides)

1345_tid_image10.gif 1345_tid_image11.jpeg

Unlike in the tutorial on Crash Bandicoot LPM, here we will use Meshsmooth smoothing while modeling on LPM.
That combines the advantages of the LPM (simple and fast) and the quality of the smoothing of Meshsmooth.

Add Meshsmooth modifier.
We will use NURMS mode with an iteration of 1, its fast and detailed enough for modeling.

It should be noted that this technique of smoothing is universal since you can find it in most of 3D software FE: Maya, Softimage, Lightwave or Nendo. So the LPM mesh will looks the same in these software after smoothing...

1345_tid_image13.gif 1345_tid_image14.jpeg

In the stack, click on Editable Mesh and activate the button Show End Toggle Result and go to Vertex mode.
That makes it possible to see the mesh low definition (LPM) and the subdivided mesh at the same time.
LPM mesh behaves as a cage of deformation of the subdivided mesh. However its one object.

1345_tid_image16.gif 1345_tid_image15.jpeg

If you would like to temporarily see only LPM mesh, just turn of "show end result" toggle.

In general when you edit the mesh FE adding edges, it is more practical to work with this settings.
When you are creating forms, the subdivided mode is better.

1345_tid_image21.jpeg 1345_tid_image20.jpeg

In See Through mode, adjust the vertexes with help of the references on the two sights.
Finish the adjustments in User View, use see trough again for so you can see references easily.

Add a edge which passes by the medium of the foot and goes up along the leg.

1345_tid_image19.jpeg
1345_tid_image17.jpeg 1345_tid_image18.jpeg


Image of the foot and the beginning of the leg after adjustment of the vertexes.

It should be noted that the orientation of the invisible edges of the faces is not important and does not influence the subdivided mesh. It is affected only by the visible edges.

In general try to use as much square faces as possible because that gives best possible smoothing after subdivision.

Try to use as few cuts as possible and avoid faces with more than 4 corners...

1345_tid_image24.jpeg1345_tid_image23.jpeg1345_tid_image22.jpeg

The knee and the thigh are made again with extrusion and adjustments of vertexes.
You can mirror reference the leg for better view of it.

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The joint of the leg to the abdomen must be subdivided well to allow a correct folding.

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Views from left, back and right.



 
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