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http://blenderartists.org/forum/showthread.php?t=112018&page=3
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
continue
we now begin with the modelling process , the idea is to make a one side of the character then use the symmetry "mirror" modifier to make the other , we will being using the box modelling method at the begining , after a lot of tries in the past to model a character , the key is Reference and Patience (Time) , it doesn't make since to try to be fast from the begining , someone should really know how to model first then practice to be fast after that . we create a box and align it on the reference as in the right , then from the front view , we delete the marked face (shown at the left of the image) , we alter the pivot if it's necessary from the mesh stack , then we apply the mirror modifier and alter the mirrage limit value .. ~ Tip : you can switch from fields with the tab button
Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
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3d Modeling Tutorials
A Leader in Online Creative Arts Education - Art Institute Online. www.aionline.edu
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
actually we will be inspired here at the begining by mr_bombs method of the torso and how the knick and arms and legs pop out of it the right way , the point isn't to make holes and extrude the edges out of them , this will result in a bear doll model instead of a man character , so , care should be handled here , ..... we begin by extruding the face as in the image , this will result in a 6 edges from the top view , 6 or 8 are enough to express the roundness of the torso (when they are altered properly) , and we make sure what have been modeled till now is properly aligned on the character reference as best as we can , and it's not recommended to move the whole object or rotate it in edit mode , this can be achieved in object mode , the reason is to keep the pivot coordinates clean .
Attached Images
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
one of the things that the beginnger shouldn't do as well is to rotate the torso to make it like in the image here , this will result in front view confusion and distortion of the displayed vertices and edges , at this stage the modeller may run into not recongnising the front from the back vertices and edges and faces . and a second reason for us not to make it like this , is that we are now blocking the main mesh , details will be dealt with after the over-all model is done .
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Attached Images
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
since we are blocking the main mesh , we also expand the it from the front view (which means to the right) , and move the two Pink coded vetecies to the right , according to the BluePrint , we also select the faces at the side and scale them as in the image , this will begin the roundness of the torso as a blocked mesh <not made yet , but blocked roundness)
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Attached Images
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
if we run to those faces at the center of the symmetry , we delete them as they don't mean anything , they are not expressing the mesh , and they might make our life harder after smoothing the body , and they make the face select process hard . and we try to move the vertices which need movement as we can see in the front/side image and one another thing , it's not about time yet to move those 2 vertices yet , see how they deform the front view , we will be dealing with this later , so we don't move them we keep them to the point where we need to amend the shoulders in depth we add a cut (ctrl+R) as marked in pink in this image , and we delete the top faces to get the Eight-Sided neck ~ PS: more to come , images are ready for the torso and arms , but they need the text now , soon ... , sorry if i'm slow , i'm trying my best .
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Attached Images
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character Last edited by 3DGURU : 15-Feb-08 at 10:23. #45 Posted on 15-Feb-08, 10:21
GE-FORCE
Member
Location: i live using food Join Date: Jan 2007 Posts: 414
hey 3D guru , thanx too much for your tutorial . it looks that this tutorial will be waay too easy for ppl even for first time blender users ,,
............................................ Chicken BeeF! ... #46 Posted on 15-Feb-08, 11:50
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3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
ok , i'm too embarresed , i will continue this tut when there's a free-time , i'm cretain that you lost hope that it will be continued , i will continue it at the 1st week of April , i don't even have time to complete the manga character , i promise that the next time i will try my best to make a very fast boost to complete it , thanks , and sorry for being late .
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character #47 Posted on 22-Mar-08, 16:06
nfollmer
Member
Location: PA Join Date: Jan 2007 Posts: 833
Cool tutorial. Box modeling is probably the best way to do low poly modeling. The hardest part of doing this is getting them to animate right, but your doing a good job of getting the creases in the right places.
............................................ www.nfollmer.com www.faramix.com
AKblender
Member
Hello there! i'm a new member to this community and seeing the comments on using blender, i'd like to know if i can model the images located in the url attached below to 3d structure in blender!! it's for my final year project....please help!!! http://www1.istockphoto.com/file_thu...scle_man_4.jpg
#49 Posted on 25-Mar-08, 15:17
BenDansie
Member
Location: Adelaide, AUS Join Date: Oct 2006 Posts: 498
Welcome to the forums AKblender! It's certainly possible to model muscles and so on in blender as 3d objects. That image looks like one model with the muscles textured on, also dooable. http://wiki.blender.org/index.php/Ma...Minutes_Part_I basic 'get to know blender' overview. As for detailed anatomy modelling tuts, there is always google, but http://www.montagestudio.org/dvds/ - a fellow blender user has made
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some dvds on human modelling that I've found useful. (I own a copy of the second one.) In the future, might help to start your own thread for a specific question or help with a project.
............................................ www.bendansie.com - Personal Portfolio #50 Posted on 25-Mar-08, 16:41
AKblender
Member
Thanks BenDanise! i will look at the tutorial to get a feel for blender, however what i'd like to do is similar to what was done in this url:http://www.tutorialized.com/view/tut...-Blender/32366 (where by an image picture is converted to a better 3d structure) but seeing as the picture image is different, i didn't quite know how to apply the symmetrics to my situation. besides your model samples on youtube is very good!!!
#51 Posted on 25-Mar-08, 17:26
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
allright , at the top view , we bear in mind the round-ness of the 8-sided hole for the neck , we must make sure that it's not flat from any area to keep the right form of the neck ... and one other thing is to align the vertices that will form the arms comming out of the shoulders the right way , and then delete the face there
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............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
and for the pelvis , two faces will be extruded as shown to the end of it from both sides of the reference as possible as we can , that will mark the begining of the base shape , all right , we add a loop then we move the vertices to align with the refernce we have , and we kill the new two vertices as the image shows .
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Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
there are other touches that need to be done , like form the roundness of the Chest , and other areas in the body that we allready know but can't be obvious in the reference images , and the back as well
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Attached Images
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
some people will be lazy and will try to pop out [Extrude] the late 8 edges of the leg and make it come out of the base , this will result in distorted mesh of that area , the next step will be to extrude those edges and fill the faces near them ... , then we move the vertices according to the refernce ... , well , and now for the area near the hips , we must make sure that it's not too rounded at least in this character ... another thing to keep in mind is the bump of the hips to the side , so we move the vertices ...
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............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character Last edited by 3DGURU : 04-Apr-08 at 11:14. #55 Posted on 04-Apr-08, 11:10
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
yes , it's valid to extrude the 8 edges that will form the legs now , allright , we extrude them according to the reference after we make sure the we have the right flow of legs from the top cross-section , and we begin the extrusion according to refernce we have here , it's all about extrusion rotation and scale ... note :- scaling in one axis will result in deforming roundness of the legs , so if the scale is an important step then it should be taken in the whole 3 axis .... and one another thing , we may notice that the reference isn't too accurate , notice the pink line .
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Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
as a resultant , we will have this mesh for now of 200 faces approximately ... it's all basic , details will be dealt with after the basic shape is done .
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Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
untill now , we have based this tutorial with ideas from montage studio's tut and ben mathis tutorials , inclduing this one , that talks about slpitting the area of the joints where the bones are going to turn and orientate , well , we begin with selecting the five faces as in the image , then we use the knife tool [K] to cut , using the exact method , then we follow the steps as in the image , to fill the faces we use the [F] button as shown in the image , we see the benfit of cutting through the knee , it's essentail for better animation , this will be made for the elbows too ...
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Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
currently , the arms caps are 6-sided , we will not need 8 at this example, although , we make two cuts like in the image only due to the fact that extruding the caps wont be too realistic , we will need an area for the shoulder where things should be dealt with indvidualy , and form the back muscles there with moving the vertex illustrated
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Attached Thumbnails
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
3DGURU
Member
Location: The Hashemite Kingdom of Jordan Join Date: Jun 2005 Posts: 2,555
any comments before i continue ? PS :- at the moment we are creating the rough blocked shape , we will be dealing with details after this rough geometry is done .
............................................ projects wips : Zodiac Spear Game , manga character sites : 3DGURU's , Blendenzo's , PlantPerson's , mr_bomb's Tutorials :- [Wip] : Low-Poly Character
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