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Joan of Arc

We bring you Michel Rogers famous Joan of Arc tutorial in Lightwave, if you are a Max user and this is new to you the original is fee and can be found in French as Michels site http:// mr2k.3dvf.net/ and in English at www.3dtotal. com.

INSPIRING
If there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michels must be it. The community is in debt to him and next month we will be interviewing the man himself!

Modeling of the Body - Body

Issue001 Sep 2005

Issue002 Oct 2005


Modeling of the Head Head, Ear & Assembly

Modeling of the Accessories The Sword & Armour Legs

Issue003 Nov 2005

Modeling of the Accessories Armour Bust, Hair & Glove

Issue004 Dec 2005

Modeling of the Accessories Accessories & UVW Mapping - Bases

Issue005 Jan 2005

UVW Mapping Sword, Clothing, Armour & Body

Issue006 Feb 2006

Download the Face and Ear Images for modeling Joan of Arc from the 3dcreative web site here:

Issue007 Mar 2006


Texturing & Hair Eyes & Skin & Hair

Bones & Skinning Bases, Hierarchy & Skinning

Issue008 Apr 2006


face_front.jpg face_prole.jpg ear.jpg

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remade for lightwave by

Joan of Arc by Michel Roger Vojislav Milanovich

Welcome to the Lightwave version of this Joan of Arc tutorial. This tutorial has been recreated from the original 3dsmax version which Michel Roger produced on his Joan of Arc model which is on his site here http://mr2k.3dvf.com.

5 - In Front viewport select two most right points and extend them three times using Mulitply-Extend-Extender Plus tool (e) and adjust the shape with Drag (Ctrl+t) tool to t the image.

Modelling the Head


In the second part of the tutorial we are going to model the head of Joan of Arc tutorial complete with the ears. New and pretty non standard way of modeling is approached. 1 - Select Edit-Backdrop Options from the upper left main menu in LW Modeler (shortcut d and Backdrop tab) to bring up backdrop options menu. For BL (bottom left or Front viewport) load up tete_face.jpg. Choose 512 for Image resolution and turn on Pixel Blending. Do the same for BR (bottom right or Right viewport) and load tete_prol.jpg. From Presets menu choose Save All Backdrops and save it under face.cfg so you can quickly load them later. 3 - Activate Box tool from the Create-Primitives-Box (Shift+x) and in the Front viewport draw small rectangular shape shown in image. Continue extending and adjusting until you go around the eye shape like its shown in the image.

4 - Using the Drag tool (Modify-Translate-Drag or simply Ctrl+t) adjust the shape of the rectangular to t the one in the image.

6 - Weld points shown in image using DetailPoints-Weld Points (Ctrl+w)

2 - Before we start here is a small sketch of the polygon ow that is going to be created. This way we can plan ahead structure of the model and avoid problems that might come with facial expressions and animation.

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7 - Using Drag tool adjust points to t Front and Right view shown in image.

10 - Continue extending and adjusting around the lips until you reach the middle of the bottom lip.

13 - Use Extender plus to extend points shown in image. Adjust them to t the image. 8 - Select polygon shown in image and copy it into another layer. 11 - Select the three beginning points of the upper lip, extend (e) and adjust them to t the image.

Repeat the same step for the points marked in image. Select layer two and move (t) the copied polygon above top lip of the background image. 12 - Cut the polygons from the layer two into layer one. Select 4 points in order shown in image and create polygon with Create-PolygonsMake Polygon (or p shortcut).

14 - Select polygons shown in image and apply Multiply-Subdivide-Cut (Shift+u) with 5 9 - Using the same extending method (Extender Plus or e) extend and adjust (Drag or Ctrl+t) two times until it ts the image. Do the same for the points marked in the image. cuts.

15 - Select polygons in image and repeat Cut

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(Shift+u) with 3 cuts shown in image.

21 - Make another two extensions with Extender Plus tool (e)

19 - Use the Drag (Ctrl+t) tool to adjust the 16 - Using the Knife tool (Multiply-SubdivideKnife or Shift+k shortcut) make 3 cuts in the selected polygon. Beginner note: When you activate the Knife tool, you need to drag the area of cutting. Once you are done with that, you can adjust beginning and end sides of the knife by left clicking and dragging on the end points, you can move whole knife by left clicking and dragging line that connect ends. You add more cuts by right clicking on the polygon where you want more cuts. 20 - Make two extensions like in image using Extender Plus (e) and Drag (Ctrl+t) or Move tool. 22 - Select 4 points in image and hit p to create polygon. Repeat the same for 3 points that surrounds the empty area left behind. Remember to select points in clockwise manner in order to create polygon facing in correct direction. geometry to t the image. Save your work and take a break! Weld Average points shown in image

17 - Use the Weld Average (Detail-Points-Weld Average) tool to weld points shown in image. Using Weld Average weld points shown in image 23 - Use the Drag tool (Ctrl+t) to adjust geometry.

18 - Geometry after welding.

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24 - Extend and move shown points to create bridge of the nose

28 - Make another extension like its shown in image.

32 - Now we are going to add eyeballs to help us adjust eyelids. Switch to layer two and put 25 - Select newly created polygons and use the Knife tool (Shift+K) to make a cut like in image. 29 - Make two more extensions like in image and adjust the points to t the view. head model in the background. Activate ball tool from the Create-Primitives-Ball (Shift+o). Set Type to Globe, Axis to Z, 28 for Sides, 14 for Segments and make it 8cm for X,Y and Z radius.

30 - Select the 13 points shown in image and 26 - Use the Weld Average tool to weld shown points. activate Detail-Points-Set Value (shortcut v), check X for axis and make sure you have 0m for the value. Beginner note: We are going to mirror the left to the right side of our model. To make sure they mirror correctly we must set all points that are laying in the middle of our model to absolute zero value at X axis. 33 - With Move (t) and Rotate (y) adjust the eyeball to t the image. Press Shift+v to mirror the eyeball to the other side of the model.

27 - Using the Drag tool adjust points to t the image. 34 - Press apostrophe key () to swap foreground and background layers. Press Tab key to turn SubPatch mode. Turn the Symmetry 31 - Activate Mirror tool (Multiply-DuplicateMirror or Shift+v shortcut), set axis to X, make sure all values are zero and check Merge points if it isnt. mode on (Shift+y) and use the Drag tool to adjust top and bottom eyelids to the eyeball sphere. Its good idea to save your work now.

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38 - Select points that surrounds seam between two extensions we just created. Hit m to bring Merge points panel, set Range to xed and enter Distance of 2 cm, hit OK and the seam is xed.

35 - Extend and adjust points shown in image seven times to create cranium of the head.

42 - Select newly created polygons and cut them in half using Knife tool (Shift+K)

39 - Last series of extensions to build the top of the cranium.

36 - Select end points of extrusion, press v to bring Set Value requester, set zero for X value. Tap m key to bring merge points requester, set Range to Automatic and click OK. You need to get 3 points eliminated message. 43 - Select points shown in image and hit p to create polygon

40 - Again select points and merge them to x the seam.

44 - Select 5 polygons we just created and hit 37 - Continue extending cranium of the head like its shown in the image. Repeat the step 36 for ending points of new extension. 41 - Exit Symmetry mode and create two polygons shown in image. Shift+v for Mirror tool, press n for numerical requester, set axis to X, and make sure all centers are set to zero to mirror them to the other side. Press m to bring Merge points requester, set Range to Automatic and click OK. Enter Symmetry mode (Shift+y) and make necessary adjustments, if they are needed, with Drag tool.

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48 - Exit Symmetry mode (Shift+y) and create four polygons shown in image.

45 - Extend these points four times for the chin and the jaw base. 49 - Select newly created polygons, press Shift+v for Mirror tool, press n to bring numerical requester, set axis to X, all centers to 0 and close the numerical panel. Press m for Merge points, set to Automatical and click OK.

52 - Select polygons shown in image and apply Multiply-Subdivide-QuickCut1

46 - Continue extending ve more times to create the jaw.

53 - With Multiply-Subdivide-Cut tool make two cuts on four polygons under the lower lip. Uncheck the terminate cuts box.

50 - Hit Tab to enter SubPatch mode, enter Symmetry mode and using the Drag tool tweak the points to adjust the chin. Save your work!

47 - Select end points for the jaw extension, hit v for Set Value and enter 0 for the X axis. Press m for Merge Points, choose Automatic and click OK. 54 - Select 3 polygons shown in image and apply Multiply-Subdivide-QuickCut1

51 - Create polygons shown in image.

55 - Select 2 polygons shown in image and

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apply Multiply-Subdivide-QuickCut1

youll be able to easily spot imperfections in model, so you can x them by dragging points.

60 - Make polygons shown in image. Merge 56 - Weld points shown in image. polygons marked with green in image using Detail-Polygons-Merge Polygons (Shift+z) command. 63 - Cut the shown polygon in half using Knife tool (Shift+k) and merge marked points.

57 - Create three polygons shown in image to ll the gap. 61 - Use Drag tool to adjust the points to t the image. Note: At this point its not the bad idea to delete the right side of the model from the front view. You can always mirror the model later to make sure its symmetrical. 64 - Create three polygons in image.

58 - Use the knife tool (Shift+k) to cut the polygon shown in image.

65 - Select these three polygons and apply QuickCut1 to them.

62 - Make sure that middle points are aligned to 0 on X axis (v for set value) and mirror the model (Shift+v followed by n for numerical requester). Press q to change surface, enter the Head for the surface name, give it some59 - Weld these points. what blue color, set both diffuse and specular to 100%, and turn on smoothing box. This way 66 - Use Drag tool to adjust points created with cut.

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try in Modeler, go to Surface editor and change the surface transparency to 50 or 75%.

67 - Select bottom three polygons and apply QuickCut1.

74 - Select ve polygons shown in image and apply QuickCut1

68 - Weld these points.

71 - Since Modeler does not support n-gons (polygons with more than 4 points) there is a little x that needs to be done. Select points shown in image. Leaving points selected, switch to polygon mode (Ctrl+h) select polygon that both points belong to and activate Multiply-Subdivide-Split. Edge is automatically created leaving 5 sided polygon split in two. Note: You may want to x symmetry now by deleting the other side of the model and mirror-

75 - Weld (Ctrl+w) marked points in order shown in image.

69 - Select shown polygons and apply QuickCut1.

ing the correct side. Remember to save what you have done so far. 76 - Use the Drag to adjust the shape of the nose

70 - Adjust the shape of the nose so it ts the background image. Note: If you want to see through solid geome-

73 - Select four polygons shown in image and apply QuickCut1 (Mulitply-Subdivision-MoreQuickCut1) issue01 77 - Select these two polygons and apply QuickCut1

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78 - Use the Knife tool on the polygon next to it like its shown in the image

82 - Press m to bring Merge Points panel. Select Automatical and click ok. Press w shortcut to bring statistics window. Switch to Polygon Selection mode and click the small + sign next to 2 Vertices to select all polygons with two points. Hit Delete key to remove them.

85 - Use the drag tool to adjust the shape of the nostril and x geometry if needed.

79 - Weld selected points

86 - Onto the mouth now. Select points that surround the mouth hole. Hit e once to extend and use Stretch tool (Modify-TransformStretch, shortcut h) and Move to adjust it in the middle of the mouth. 83 - Select 6 points that surrounds the hole of the nostril. Tap e to extend them, and move them up a bit and scale them to about 75% of the original.

80 - Use the Knife tool to cut this polygon in half.

87 - Select two polygons shown in image and activate Bandsaw tool (Multiply-SubdivideMore-Bandsaw. Set value to 0.5 to cut it in half, check Enable divide box and click OK. 84 - Nostril hole after extending.

81 - Select marked polygon and remove it (Construct-Reduce-Remove-Remove polygons, shortcut k or Delete key to delete it)

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and apply QuickCut1

94 - Select seam points on both side of the model and hit m for Merge points. Activate Fixed range and enter value of 5 cm or higher and the seam is xed.

88 - Activate Symmetry mode and use the Drag tool to tweak the mouth shape. 91 - Exit Symmetry mode (if youre in it) and weld two points marked in image. Do the same on the other side of the model. 95 - Using Extender plus make 3 more extensions like its shown in image. Adjust the to make nice round shape for the neck.

Look of the mouth after adjustments.

92 - Enter Symmetry mode, hit Tab for SubPatches and tweak eyelids. 96 - Select end points of last extension, hit v to bring Set Value requester, check X axis, set value to zero and click OK. Press m for Merge Points, set range to Automatic and click OK to x the ending seam. 89 - To nish the eyelids, select the points that surround eyeball hole. Hit e to extend them, and move them slightly backward. Hit e and move backward one more time. 93 - Extend (e) and adjust (Drag tool) four times to create back of the neck.

97 - Exit Symmetry mode. Select two polygons shown in image and apply Bandsaw tool to the (Multiply-Subdivide-More-Bandsaw). 90 - Select four polygons of the upper eyelid

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points. Do the same on the other side of the model.

98 - Weld Average points shown in image. Do the same for the other side of the head.

101 - Drag selected points down to adjust geometry. 105 - Enter Symmtery mode, select these polygons and apply SpinQuad (Ctrl+k).

99 - Create polygons shown in image. Select them, press Shift+v, followed with n for mirror and m for merge points. Finally select newly created polygons, tap q for surface, choose Head surface and click OK to ensure that newly created polygons are the same surface name like rest of the head model.

102 - Select marked polygons and apply QuickCut1. Again, adjust two sticking points to align with rest of geometry. 106, 107, 108, 109 Use the Drag tool to tweak the shape of the neck and jaw area. Once youre satised with result, save your work and take a well deserved break.

103 - Select these polygons and apply SpinQuad tool (Ctrl+k) twice to x the geometry.

100 - Enter Symmetry mode. Select marked polygons and apply QuickCut1 to them.

104 - Exit Symmtery mode and weld these two

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112 - Select two top points and extend (Extender Plus or e) them and adjust (Drag tool) 4 times along outer edge of the ear.

Modelling the Ear


110 - Modelling an ear is a little daunting because it is undoubtedly the part of the human body with the most characteristic details. However it is not so complicated if broken down step by step. As usual a drawing allows you to locate the details with for modeling. There are no two ears identical but they all have approximately the same characteristic details. EDITORS NOTE: This is taken from the original tutorial. Open Backdrop properties panel (d for Display properties and choose Backdrop tab) and load up orielle.jpg as BR (bottom right) backdrop image. Set 512 for image resolution and click Pixel blending if you wish. Save your backdrop for later usage. 114 - Repeat extending for interior part like its shown in the image. 113 - Continue extending and adjusting until you get all around ear sketch. Weld end points to join the rst and the last rectangle.

116 - Extend and adjust these points to create the slope.

117 - Create polygons shown in image.

118 - Extend and adjust selected points.

111 - Start with a simple rectangle as we did when we started of the head model. 115 - Select marked polygons, hit e and move them slightly backward.

119 - Select marked polygon and delete it.

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127 - Weld marked points

120 - Weld marked points.

124 - Use Drag to adjust the ear from nice at one to more anatomically correct one. 128 - Extend (e) selected points and move them slightly backward. Scale them to about 95%.

121 - Create polygons marked on image to ll the gaps. 125 - Fill in the hole by creating quads and triangles. 129 - Select marked polygon. Activate Smooth Shift tool (Multiply-Extend-Smooth Shift or Shift+f), just click, dont move, once on the polygon. Move newly created polygons inside the ear and auditory canal is created.

122 - Continue lling the holes of the inner part of the ear. 126 - Select shown polygons and apply QuickCut1 to them.

130 - Using the Drag tool tweak the shape of the ear, until you are satised with the result. Dont forget to save your work. Beginner note: This step requires certain knowledge of anatomy. If this is the rst time 123 - Press Tab key to turn SubPatches and make necessary adjustments. you are modeling the ear, dont be frustrated if it doesnt look great. All ears are different, so you cant be too wrong. Take a look at ears of

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people around you (just dont stare to long :) Learn to see and to observe and youll learn to create.

133 - Swap layers again () Select marked points and delete them

137 - Align the ear to the head.

138 - Select two points of the inner edge 134 - Select points that form inner edge of the shown in image and activate Select loop (View-Selection-More-Select Loop to select all edge points of the ear. Copy (Ctrl+c) them and paste (Ctrl+v) into the rst layer (one that contain head model).

The Assembly
In this part we are going to attach ears to head and head to the body to complete our model. 131 - Load your Joan of Arc head model in Modeler. Switch to the next empty layer. Click File from the left upper main menu and choose Load Object into Layer command and load ear model. Put the rst layer into background so we have a reference to work from.

ear. Press e to extend them once and scale them and move slightly to the head.

135 - To simplify geometry weld points as its shown in image. 139 - Select polygons shown in image and apply QuickCut1 to add another edge to the model.

132 - Scale and move ear so it is in correct proportion to the head. Swap background and foreground layers by pressing apostrophe key (). Select marked polygons of the head model and delete them. 136 - Arrange inner points of the ear to form nice round shape. 140 - Weld these two points to avoid ve points polygon.

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146 - Swap layers () and scale and move the head so it ts background image. Be sure not to move it on X axis (holding Ctrl key while moving will lock movement to one axis only). It is good idea to make your Action Center mode to Selection (Bottom menu-Modes-Action Center: Selection or Shift+F8) so your model wont be moved while you are scaling it. 141 - Select polygons that surround ear gap on the head model. Activate View-Selection-Invert to invert the selection. Activate Hide Selected (View-View-Hide Selected, shortcut -) to hide all the polygons we dont need for next few steps. 144 - Activate View-View-Unhide (\) to show all the polygons. If its needed make adjustments with Drag tool around the ear shape. Finally press q to assign the same surface name for whole model (Head). Save your head model, as we going to need it in next steps.

147 - Cut and paste the Body model into rst layer. Weld points shown in image to x the difference in point count of both body and head ends.

142 - Maximize Right Viewport and switch view to Wireframe so you can see polygons and points pasted from the ear model. Create polygons like its shown in the image. 145 - Now we are going to attach the head model to a body. Like we did before, select next empty layer load up your body model that is built before using File-Load Into Layer command. Open Background Options and load Joan of Arc body background preset. EDITOR NOTE: Here you might want to put link to provided nished models so someone who hasnt went through last months issue (Modeling the body) can proceed with following tutorial steps. 143 - Copy the ear model into layer that contains head. Hit m to bring Merge points requester, select Automatic for Range and click OK. You should get 12 points eliminated message since we copied 12 points from the ear. 149 - In the front view delete whole your right hand side of the model. Be careful with selection and ensure only polygons laying on the X 148 - Build polygons to ll the gap between neck and body.

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side of the model are deleted.

150 - Carefully select points in the middle of the model. Press v to bring Set Value requester and enter 0 for the X value to ensure that all middle points are laying exactly in the center of the model.

151 - Activate Mirror tool (Multiply-DuplicateMirror or Shift+v shortcut). Press n for numerical panel, set X for Axis, zero for Center X,Y and Z values, check Merge Points box and close the numerical panel. This way we ensure the model is perfectly symmetrical.

Next Month:
Modelling of the Sword & Leg Armour Tutorial Remade in Lightwave by

Vojislav Milanovich

152 - In Perspective viewport check if model sides are perfectly seamless. Dont forget to save your work.

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