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
Making of the Shark - Part I

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(Score 4 out of 5 after 5 Votes)
| Comments 1
Date Added: 9th December 2009
Software used:
I was inspired by Disney's cartoon "Little Mermaid". My idea was to create a vicious looking shark, but also has a cartoonish look.
It should have a small and compact body so that at first sight you reckon that he's a stout and strong fellow. And in the end it must look funny as well.

To model the Shark I used 3DStudioMax R3.

The Modeling technique is same I used for SadMike.

I started by assigning reference images to the right and left views as well as to the front view. These images are going to be very helpful in the modeling process. When you are importing image as backgrounds always tick "fit image"!

In the right view draw a box over the bakground. It's not to be wider or taller than the shark. My Box had 6x4 segments and 2 side segments. This box will be one half of the shark. Maybe in top view the box does not fit the reference image of the shark. Don't move the box - try to rescale the background image so it fits the box. After fitting, lock the background so that when you move the box the image goes with it.

You might face a problem: My box had black colored edges. That is because I have white background in the reference images. But by default MAX' setting is white edges on selected object. Thus you can't see them, when they sit over the images. To solve this go to Customize / Preferences / Colors / Main UI and under Selection pick some dark color like black

Like I said before the box is just one half of the Shark. This is good because we are going to clone this box as an instance and mirror it. We will work only on one half of the body (box) - every time a change is made on one half, it can be seen on the otherone too. So the whole process is cut to half.When I was satisfied with the dimensions of the box I collapsed it to an Editable Mesh.

Note: The Shark or any other organic entity is not perfectly symmetrical, so after one half is completely modelled, connect both halves to form one object and then make some modification so the model is not symmetrical in every part.

And another thing, before mirroring the box delete faces on the side where the mirror object is going to be.

Now just jump to the top view. I began by moving vertcies of the box so followingthe shark-drawing's edges.

Note: leave Ignore Backfacing unchecked, so when you select one vertex all vertices below it are selected as well.

I did the same thing for both the side and the top view. In the making of of SadMike I had reference images for only one side so it was difficult to see all dimensions of the model and modelling was more done by feeling than according to the concept sketches. Here it's easy because you know the exact dimensions of your model.

Most of the modelling was done in Perspective viewport. Here you cannot see the reference images, so I drew two planes, exactly of the size of the reference images in that view, one in top and one in side view and assigned two materials with the respective reference image in the diffuse channel. Make sure that you check "Show map in Viewport"

Now you have helpers even in the perspective view.

Note: hide the model while drawing these planes - that makes it easier.

Unhide the model to see if everything fits. Now it's going to be difficult to model with these planes in the way so move them outside the model like on the image below. 

After some move-vertex-here-move-vertex-there-time this is what the model looks like. You can see some big difference from the box. Most of work at this stage was moving those vertices on the sharp edges of the box to make some smooth surfaces out of them.

The whole thing about box modeling is to work with as few vertices as you can. Afterwards you apply a meshsmooth modifier and get a nice smooth rounded model.

Another view of the model and moving those vertexes to match the look you want.  Reference images in perspective view are just to see what the model should look like. You cannot see the exact place of the fin because of the perspective, though. To see the exact locations of parts like the fins, eyes, etc. use top and side views.

continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'A Mouse'

by Nikola Drincic
published on 2009-12-09

Keywords: character, animal, mouse,

rating star fullrating star fullrating star fullrating star halfrating star none (2)
Comments 2 Views 62585

Texturing a Scene

by Nikola Drincic
published on 2009-12-09

Keywords: scene, house, wall, texturing,

rating star fullrating star fullrating star halfrating star nonerating star none (2)
Comments 1 Views 34300

Making Of 'SadMike'

by Nikola Drincic
published on 2009-06-22

Keywords: character, creature, sad, mike, max, modeling,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 15529

Making of the Shark - Part II

by Nikola Drincic
published on 2009-12-09


rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 0 Views 13033
Readers Comments (Newest on Top)
Bella on Fri, 28 June 2013 12:34pm
thank you for showing that a shark can be made that easy! thank you for sharing :)
Add Your Comment..