Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3 | 4 | 5 | 6
Joan of Arc: Leg Armour

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(1 Votes)
| Comments 0
Date Added: 24th March 2010
Software used:
To model the accessories you need be able to permanently see the picture of Joan.

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 .

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.

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.


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.


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.


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


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.


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).


Extrude and Bevel again.

Adjust the vertexes to have this form.


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

Make visible the edges in red and invisible the edges in dotted lines.

With Cut divide the faces as opposite.

Hide the dotted edge.

Similar operations for the inside of the shoe.

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


Aspect of the shoe.


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

continued on next page >

1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Master MODO portraits: Master skin, hair and fur

by Bert Heynderickx (aka Alberto Ezzy)
published on 2014-12-04

Keywords: modeling, texturing, modo, portrait

rating star fullrating star fullrating star fullrating star fullrating star full (11)
Comments 0 Views 41952

The making of 'Winter Light'

by Cihan Özkan
published on 2014-11-07

Keywords: Arch-viz, 3ds Max, snow, modeling

rating star fullrating star fullrating star fullrating star fullrating star half (32)
Comments 2 Views 36159

Generate a character evolved for the Arctic

by Richard Tilbury
published on 2015-11-10

Keywords: character, arctic, environments,

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 9393

Design high-concept contemporary architecture

by Juan Carlos Ramos Figueroa
published on 2015-02-11

Keywords: Arch-viz, house, 3ds Max, After Effects

rating star fullrating star fullrating star fullrating star fullrating star none (12)
Comments 0 Views 30916
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..