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Joan of Arc: Leg Armour

By Michel Roger
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Date Added: 24th March 2010
Software used:
3ds Max
To model the accessories you need be able to permanently see the picture of Joan.

1014_tid_joan_800.jpeg
Go in the Utils Panel and click on Asset Browser.
If it is not present, clicks on More... or add it in the list of Utilities .

1014_tid_image5.gif
1014_tid_image6_i.jpeg
Asset Browser makes it possible to visualize display files, the ones supported by max.

It also allows you to surf on the Net in a window of max but it is necessary to have a large screen for really benefitting
from it.
Click on Joan in the folder where you saved the image.

1014_tid_image7_i.jpeg
There is now a window with the image always visible.

One can zoom in and out with Ctrl click left or right.

You are now ready to start.

1014_tid_image01.jpeg1014_tid_image02.gif

For the parts of the leg armour you will use a detatched foot from the body mesh.

This is a time saver. For that, select the faces in red like above and make Detach by ticking Detach Have Clone. That creates an object with the faces selected while preserving the intact starting object.

1014_tid_image04.gif1014_tid_image05.gif

The shoe must cover the foot perfectly, apply a modifier Push to the object and vary the value of Push to "inflate" the grid.

With the difference of Scale which increases the volume of an object compared to a fixed point, Push increases volume according to the direction of the normals of each vertex. The object dilates.

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Adjust the vertexes to give a good form to the shoe.

1014_tid_image07_2.gif1014_tid_image10.gif

Simplify the geometry by welding the vertex of the model (weld target) to form a polygon at the end.
Also make in align to a flat plane.

1014_tid_image12.gif1014_tid_image11.gif


Extrude this polygon in local mode (extrudes local) and apply Bevel.

It should be noted that one can improve the Extrudes thereafter by activating the Local axis Move, axis Z representing the direction of extrusion (and also the normal of surface).

1014_tid_image13.gif1014_tid_image14.gif

1014_tid_image15.gif
Extrude and Bevel again.

Adjust the vertexes to have this form.

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Insert vertexes with Cut like shown and finish the round-off of the point of the shoe.

1014_tid_image18.gif
Make visible the edges in red and invisible the edges in dotted lines.

1014_tid_image19.gif
With Cut divide the faces as opposite.

Hide the dotted edge.

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Similar operations for the inside of the shoe.

You find you have a maximum of Quads which is always good for future smoothing.

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Aspect of the shoe.

1014_tid_image23.gif1014_tid_image25.gif

With Chamfer Edge, duplicate like above and weld the extreme vertex with Weld Target.



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