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How to Stylize and Model 'Toon Humans - Chapter 1: Concept and Modeling

By Jose Alves da Silva
Web: Open Site
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Date Added: 18th January 2013
Software used:
3ds Max, ZBrush

Polygroups

- In the Tool menu, under Polygroups, press Auto Groups. This will identify the upper and lower body as different polygroups (Fig.20).
- Select the Move brush.
- In the Brush menu, under AutoMasking, enable Topological.
- Pull the lower part of the upper body down with the Move brush so that it gets under the trousers. The trouser's polygons will not be moved due to the Topological masking.
- Turn the subdivisions down to the minimum level.
- Separate the mesh into the following polygroups: head, jaw, neck, shoulders, chest, upper arm, lower arm, hands, hip, upper leg, lower leg and feet. To do this isolate the polygons of each part of the model and use the Group Visible button to create each polygroup. Check Fig.19 to have a clear idea about their separation.

1652_tid_Fig20_Polygroups.jpg
Fig.20

Posing

Use the polygroups to select the parts of the body that need to be moved and mask the non-moving parts (Fig.21). Change to Rotate mode. Click on the model and drag to create the Transpose tool. Click on the outer circles to reposition the Transpose tool and click on the inner circles to rotate the model. Typically, place one of the ends of the Transpose tool on the joint (for example the elbow) and move the other end to rotate around the joint. For more detail on this procedure, please check the second chapter of the first tutorial.

1652_tid_Fig21_Posing.jpg
Fig.21


Transpose the model until you achieve the desired pose.

Detailing 1

Split the model by upper body, trousers and shoes.

- Change the model subdivisions to 1.
- Select the polygroup of the shoes and hide them.
- In the Subtool menu press Split Hidden.

The shoes are now a separate Subtool.

- Select the polygroups of the trousers and hide them.
- In the Subtool menu press Split Hidden.

The trousers are now a separate Subtool.

- Create some simple eyes in 3ds Max as in the first tutorial (a simple sphere with a recessed iris shape).
- Import and add them as a Subtool.
- Move, scale and rotate the eyes to put them in place. This is very important in order to correctly detail the area surrounding the eyes (Fig.22).

1652_tid_Fig22_Detailing1.jpg
Fig.22





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Readers Comments (Newest on Top)
avatar
(ID: 183965, pid: 0) Johnny on Wed, 27 February 2013 8:44pm
Hi, I love this tutorial and i'm learning so much, however, im worried, when i click "unified skin" parts of my mesh (knees, wrists, neck etc..) all vanish, the smooth, resolution and polish settings are all the same as in the screen shot. Please help :-( and a big thankyou to Mr de silva for the tutorial.
avatar
(ID: 177050, pid: 0) Thijs on Fri, 18 January 2013 12:06pm
Wow! This is really interesting, can't wait to get to work with ZBrush again, and understand more about what I'm actually doing/trying to do. :)
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