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Stylizing Toons: Chapter 1 - Concept and Modeling

By Jose Alves da Silva
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Date Added: 3rd February 2012
Software used:
3ds Max

Arms 1 (Fig.08)

1475_tid_Fig08_Arms1.jpg
Fig. 08

-From the Edit Poly modifier choose the Polygon sub object mode.
-Pick the polygon from which the arm should grow.
-Click the Dialog Box near the Extrude tool.
-In the Extrusion Height Field insert 0.9 meters.

Arms 2 (Fig.09)

1475_tid_Fig09_Arms2.jpg
Fig. 09

-Turn on the Snap toggle (press S key) and make sure the snap3D is selected.
-With a right click on the Snap Toggle button you can change the Snap Settings, make sure Vertex is ON, so that it will snap to the vertexes.
-With the Polygon sub object mode selected and with the axis gizmo limited to moving along the Z Axis (press F7 key), pick one of the lower vertexes in the "hand area" and drag it to the "armpit" vertex. This will keep the arm horizontal, which is easier to model.

Arms 3 (Fig.10)

1475_tid_Fig10_Arms3.jpg
Fig. 10

-From the Edit Poly modifier choose the Edge sub object mode.
-Pick one of the edges along the arm.
-From the Selection Tools press Ring and it will select all the edges along the arm.
-Click the Connect tool dialog box and increase the number of segments to 3.

Arms 4 (Fig.11)

1475_tid_Fig11_Arms4.jpg
Fig. 11

-From the Edit Poly modifier choose the Vertex sub object mode.
-Move the edges in order to create a rough arm shape, placing the edges in the armpit, elbow and wrist area.


Arms 5 (Fig.12)

1475_tid_Fig12_Arms5.jpg
Fig. 12

-From the Edit Poly modifier choose the Edge sub object mode.
-Select the arm edges, Ring Select and use Connect (with 1 segment) to create new edge loops near the joint areas. You can use the Slide parameter inside the Connect dialog box to place the edge near the joint.
- Check the figure for the correct positioning of the edges.

Arms 6 (Fig.13)

1475_tid_Fig13_Arms6.jpg
Fig. 13

-From the Edit Poly modifier choose the Vertex sub object mode.
-In Front View, move the vertexes of the arm in order to shape the forearm, shoulder, armpit.
-Also extend the hand area a bit.

Arms 7 (Fig.14)

1475_tid_Fig14_Arms7.jpg
Fig. 14

-Change the view to Top and keep shaping the arm
-You can alternate to Orthographic view and Orbit around the area to understand the volume in 3D.
-You should define the arm shape and increase the volume of the hands. We will start modeling the boxing gloves in the same mesh as the body.





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Readers Comments (Newest on Top)
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(ID: 127009, pid: 0) Mario Luz on Thu, 21 June 2012 10:36am
Fantastic tutorial, i really can follow step by step and see the results. many thanks ( Obrigado Jose Silva, abrado do Porto)
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(ID: 85446, pid: 0) Joicy on Fri, 10 February 2012 2:25am
this is a very cheap and good renderfarm ,you can follow the link bellow (http://www.foxrenderfarm.com) to see the details, hope you will like it.
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