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Welcome To WebDesignTutorials.net 3D Studio Max Tutorials Area - Body Modeling - Modeling with Meshsmooth3D Studio Max Body Modeling - Modeling with Meshsmooth
WARNING: Since this page is about modeling the human figure, it contains nudity and may not be suitable for those under 18. Introduction This article gives a basic overview of how I created my 3D anime character. It is loosely based off of a spline modeling tutorial from Hash Animation Master. While I utilize 3D Studio MAX r2.5 as the example here, the basic principles should be useful even if modeling with other packages, such as Lightwave's Metanurbs, or even splines in AM. Some sections of this article only give an overview, and show the basic low poly mesh. Is it assumed that the reader has or will have the basic 3D skills to create and model their own characters, using what is here as a guide. NOTE: For the images in each step of this tutorial, you can click on the image to bring up a larger, more detailed version with wireframe references and more information! Even the top main banner pic now has a link! The Basics The basic technique is taking 4 sided faces (essentially 2 polygons with the shared edge set to "invisible") and then extruding new faces, welding points and turning and hiding edges such that you have a low poly, 4 sided looking model. In some cases, 3 sided polygons are inevitable, but for meshsmooth it's important to try to keep "quads". If you are using 3D Studio MAX, the tools used are Edit Mesh with sub-object vertex: "weld targeted" and sub-object edge: "turn edge" and "visible edge", as well as sub-object face: "extrude face". Also used is Meshsmooth with "quad output", "apply to whole mesh", "smooth result" and an iteration of 2. In addition the "slice modifier" is used. Note when I refer to slice here I always mean the stand-alone modifier version, not the version within the editable mesh mod. I highly recommend you go through the Bug Modeling tutorial or other poly modeling tutorials in the MAX manuals first! They explain these tools in detail and show you how to use them. Once you know that, you can use the images here as a guide to figure out how to put together your model. A MAX Meshsmooth Warning A word of warning if you are using MAX and plan on creating Hi-res morph targets from the low poly model: MAX 2.5 and earlier likes to change point count and order when edges move a certain way. MAX 3.0 and higher now have a "keep faces convex" option to fix this. One, don't make morph targets for the high poly version. Instead use bones and simply setup the LOWRES character via a skeleton. The second, export the mesh to another package which works, make the Hi-Res morph targets there, and then reimport to MAX for animation. This is actually what I did. I created the model in MAX, exported a DXF which I loaded into Lightwave. Using a Lightwave script to convert tri's to quads (which worked stupendiously well) I metanurb'd the model, saved out the hires targets, and imported back into MAX where I texture mapped, and setup facial/body morphing with MorphMagic. Amazingly, this all worked fine. Finally, my opinion of the best method in any version, is to keep the mesh low poly. Create targets that are low poly, and setup the skeletal system, all low poly. Then at the very very top of the stack add meshsmooth before rendering. This allows you to animate very quickly since the mesh is low detail, including facial animation, and then up the res on previews/renders. Modeling Steps
These are the basics of how I created the character shown here and on my web pages. Hopefully this will yield a good starting point for creating your own 3D characters. Since this was my first attempt at meshsmooth modeling there are definitely areas where I could have saved time by dividing faces earlier, or adjusting the mesh a little differently. In addition, the mesh is pretty dense because of the detail needed to round out some of the shapes for meshsmooth. While I like the tools for low poly modeling more than splines (it's a lot easier to extrude faces and weld targeted vertices instead of having to create spline lines and manually weld), in many ways spline modeling still gives you more control. I'm definitely a big Box Modeling fanatic though. I find it gives me tools and controls that are easy and simple to use, but allows me to do pretty much anything I can think of. Render On! Author: vecpix.com |
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