Notice in step 3, the layer “shading 1” is using the same colors as “Base Color” but since it is set to multiply, it automatically darkens the area where you painted. Repeat this many times and you get a nice finished product. Step four shows how I used multiple layers to get nice gradient shadows by using the same 5 colors!
When you finish painting on a layer of shadow, don’t be afraid to use the blur brush to make it seem to flow into the layer before it! It’s all about practice and experimentation.
Concept Design - Painting with Layers :
So now you should have enough information, and most importantly motivation, to spend a good amount of time on your concept ideas for whatever kind of character you are creating! People will be more interested in your character if you have proof to show you thoroughly thought it out instead of throwing some crap together. Below is a final version of my character. Say hello to Austin Xyle!
Concept Design - Overview :
-Sketch front, side, and perspective views of the head and full body.
-Keep Proportions in mind at all times -Scan them into your computer
-Bring images into Photoshop; adjust levels
-Import into flash; Trace bitmap to get cool solid black line
-Bring back into Photoshop and begin coloring with layers
-If your feeling good try using the dodge and burn tools when done painting
Modelling, Introduction - Your Work Space :
This will be just an overview of low-poly modeling. It is very important that you set up your workspace correctly before you start modeling. When I work, I use two view ports. Open Max, Click Customize > View port Configuration > Layout. I also bump up my Scene Undo Levels so I don’t get stuck without being able to go back. Click Customize > Preferences > General. I have it set to 65. This will make your file size larger but it is a nice ability to have.
I also like to work in the “ame-dark” User Interface. This will make everything dark. I like it because it is easier on your eyes and really helps whatever you are working on stand out from the interface in max. To get this interface loaded click Customize > Load Custom UI Scheme > ame-dark.
Modelling, Overview - Hot Keys in Max :
Just like in any program you plan to master, learning shortcuts and hot keys will help you become better at what you do. Take some time to play around with these hot keys.
Now we have the proper tools and knowledge to start box modeling our character inside of max. We will first have to set up planes for our model reference drawings we created earlier. I can’t stress how important it is to have the front and side views of your character match up and have the same proportions as each other. It is a pain to be modeling the chin and only have one view to go off of because your other model reference drawing does not match the other.
Modelling, Overview - Your model reference images :
The first thing you want to do is click the Create tab > Geometry > Plane. Now press “f” for front view and create a plane the same size as your model reference image. If it is 1200x700, make your plane that size. Now go to your left view and do the same thing. These two planes will hold our model reference images so we have a blueprint to help us model. The next thing we need to do is apply our model reference images to the planes. Open your Material Editor Library and drag your images into the spheres. Then bump up the self illumination levels to 100. Then simply drag and drop the image from the sphere to the correct plane in model space. Hopefully your graphics card is better than mine
3DTotal
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Now that our modeling reference images are set up, we finally have some blueprints to start modeling off of. We will create a cylinder for the body, 2 cylinders for the legs, 2 cylinders for the arms, and a box for the head. We block the character out so we get proportions right.
If you ever watch an artist make a painting, you notice he lays down the main parts of color first and then goes further into detail as he works. We are using the same technique but in a three dimensional way. We also do this so that we do not get too high poly too soon. Always keep in mind that we have to define the most amount of space with the least amount of polys.
This is why I believe that low-poly modeling is an art form only the great can master. It is too easy to go in and add polys to an area the needs them instead of figuring out how to define that same area without adding more polygons.
Moddeling, Overview - Blocking out the body :
Before we start modeling, keep in mind that most “low-poly” models for unreal Tournament usually range between 2,500 and 4,000 polygons. My model turned out to be just under 2,000. That is not a big deal, but after I imported him into Unreal, I wish I had used more because some of the textures would look stretched out when he was animated.
Like I said before we are going to start with the body and create a cylinder with 8 sides and 4 height segments. Click Create > Geometry > Cylinder. Now place this cylinder so that it matches your front and side model reference images. Feel free to use your transforming tools like scale and move. After you get the cylinder where you want it and have it matching your blueprints, right click > convert to > edible poly. This will put us in sub-object mode so we can now use the transform tools on its verts, polys, and edges. Using these tools, shape your model like below.
I will do my best to show you my tips and tricks, but if I showed you my step by step actions, this tutorial would go on for many pages. Do the same to the front side of the body.