Before I dive into the character.
I think it is important to tell you
that modeling a character can be a
tedious task... You want to make it
as easy as possible on yourself. Do
not limit yourself to modeling just
with the modeling tools. Remember
that when you are making a character
you want clean geometry. People often
over look using animation tools to
model with. Tools in the animation
set that I use a lot while modeling
are: Lattice, Non-Linear, and motion
paths. You can often achieve tasks
in a few seconds which would take
several minutes if not longer otherwise.
Remember, delete history.
first thing you need to do it look
at your character and see what you
can use to model it?
must excuse my crudely drawn lines...
But as you can see here, there are several
ways which we could model this character
in nurbs. I use a combination of all
of these options. I model the chest/torso
out of a cylinder, the arms I use a
cylinder, the hands and feet I use cylinders,
lofts or spheres. The head I usually
patch together or more recently I just
make straight out of polys, that goes
for the hands too. Needless to say,
no matter which way I go, I am going
to have to do a lot of cutting and attaching.
And remember, there is no "wrong
combination", there might be an
easier combination though. You will
just have to experiment and see what
you like best.
is the flow I like to use.
4.Hands and Feet
out with simple geometry
lattice to start deforming torso to
history, detach surface down the middle
and snap end cvs to grid
(-1 x if you are working across x axis)
with instance option turned on
isoparm if needed
individual points to get more detail
arm and legs same way
I am checking to see if my isoparms
match up before I patch the two together.
remember you need the same number of
spans around for them to match up.