Hard Surface Character Modeling Advanced

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HARD SURFACE CHARACTER MODELING
IMPORTANT NOTE: Make sure you are on wireframe mode by pressing F4 on your keyboard
while you are modeling. As you add segments, you should see more lines.
REMINDER: Before switching to different selection modes, deselect the selection by clicking on
the viewport.
MODELING TIP: While you are modeling, navigate your viewport so you can see your character
in different views. You may find something that is off and needs to be fixed. Keep your eyes
open on the small details.
CREATING THE HEAD
1. Go to the Menu bar. Click on Customize, then Units Setup.
2. You will be modeling in real
world size(feet and inches). Set
the properties as shown:
3. Create a box and put it in the middle of the grid by setting the x,y,z values to 0.
4. With the box selected, go to Modify tab. Scroll down to the Parameters. For Length, type in
0'5". For Width, type in 0'5". For Height, type in 0'7".
5. Rename Box001 to Head. Then convert the Head to Editable Poly.
6. With the box selected, go to Modify tab, scroll down to look for Paint Deformation Rollout.
The Paint Deformation is all the way down.
7. Once you find the Paint Deformation, click on the plus sign. You will see more options for
Paint Deformation. The brush size is too big so change the Brush size to 0'2" and hit enter on
your keyboard.
8. Click on Relax. Go to Brush Options and check on Mirror.
9. Round the corners of the Head by
painting with the Relax Paint
Deformation tool.
10. Press L on your keyboard to go to the Left View. Go to Vertex Selection Mode and select the
vertices around the nose area and move them to the x direction:
11. Go to the Front view by pressing F on your keyboard. Move the vertices down as shown:
12. Your head's left view and front view should now look like this:
13. Go to the Front view and delete the faces on the left side. Then add a Symmetry Modifier.
Below the Symmetry, click on Editable Poly. Click Show end result on/off toggle icon to show
the Symmetry.
14. In Graphite Modeling Tools, under Edit, use the Cut tool to create lines as shown
here(remember that to exit the Cut tool, just click Right-Click):
15. In the Top view, create lines as shown:
16. Go back to the Perspective view by pressing P on your keyboard. Select the faces in the
front as shown:
17. Go to the Graphite Modeling tools, under
Polygon menu, select Inset. Click and drag along
selected faces to create the shape of the eyes:
18. With the faces of the eyes still selected, use the Scale tool to scale down your eyes the way
you want it.
19. Go to Vertex Selection mode and select the vertex as shown here:
20. Use the Chamfer tool and drag along the vertex:
21. Now you see that some of the faces have more than 4 sides. Use the Cut tool to divide the
faces to quads and triangles as shown:
22. Go to Symmetry and Collapse the modifier. A warning window will pop up, just click Yes.
23. Go to Polygon Selection mode and select the faces as shown(Look in all views to make sure
you are not selecting any faces at the back):
24. With the faces selected, go to Graphite Modeling tools, Polygon menu, click the arrow
under Extrude. Click Extrude Settings.
25. Set to Group and Height to 0'0 3/32". Click the Check sign to finalize the settings.
26. Add Turbo Smooth to the Head. If you turn off wireframe to see how the Turbo Smooth
affected the head, you see that the head looks too soft. We need this to look like a hard
surface. To do this we will be using the Swift Loop Tool to hold the shape along the edges of the
face and eyes.
27. Add loops using the Swift Loop Tool as shown:
28. Now go to the Top stack
with Turbo Smooth on and see
the difference. Increase the
iterations of the Turbo Smooth
to 2 for a smoother effect. You
should now see the edges are
enhanced.
29. Go to Polygon Selection mode. Select the faces as shown:
30. Go to Graphite Modeling tools, under Polygons menu, click the arrow under Inset. Click
Inset Settings. Set the amount to 0'0 10/32". Click the check sign to finalize the settings. Use the
Scale tool to scale down the mouth. You can also use the Rotate tool to straighten the mouth.
31. Delete the faces of the mouth. You will add thickness around the mouth area. Go to Border
Selection mode. Select the border of the mouth. Click the Move tool. While holding the Shift
key, move in the y direction.
32. To hold the shape of the
mouth, use the Swift Loop tool to
add a loop around the mouth:
33. Go to Polygon Selection mode and select the faces at the bottom of the head where the
neck will be extruded out:
34. Go to the Front view by pressing F on your keyboard. Use the Scale tool to scale the faces in
the Y direction (green). Scale until the faces are flattened.
35. Now use the Extrude tool to extrude out the neck area:
36. The bottom face of the neck shape a bit like a square. Move and scale the vertices around
to round off the neck area.
37. To hold the shape where the head meets the neck, add more loops as shown below. You
also need to delete the bottom faces of the neck where the torso will be connected:
CREATING THE TORSO
1. Select the head that you just created. Go to Edge Selection mode and count how many sides
you have in the neck border area.
2. Create a Cylinder. Set the Radius to 0'2 18/32", Height to 1'0 23/32", Segments to 5, and
Sides to 8(as you counted 8 around the neck border, you need to set the same number to be
able to connect this later). Move the cylinder in the middle of the grid by setting the x,y,z values
to 0. Move the cylinder down in the z direction.
3. Rename the cylinder Torso. Convert the Torso to Editable Poly.
4. Go to the Front view by pressing F on your keyboard. Click and drag to select the vertices as
shown(vertices at the back should also be selected):
5. Use the Scale tool to scale the selected vertices in
the x direction. Use this method of scaling vertices to
shape out the Torso as shown:
6. Click on the Move tool. Use the move tool to move the vertices and shape out the torso. Your
torso should look like as shown both in the left and front views:
7. Go to Top Level Selection Mode of the Torso. Isolate the Torso by pressing Alt and Q. Delete
the top and bottom faces:
8. Exit Isolation Mode. Go to Polygon Selection mode and select the faces in the chest area. Go
to Graphite Modeling tools, under Polygon, click the arrow below Extrude to go to Extrude
Settings. Set By Polygon and Amount to 0'2 7/32". Click the check sign to finalize the settings.
Use the Rotate tool to rotate the faces in the x direction. Then use the Move tool to move down
the faces in the z direction.
9. Go to Polygon Selection mode
and delete the faces on the left
side of the Torso. Then add the
Symmetry Modifier.
10. Move the face of the chest in
the x direction. Add space
between the chest as shown:
11. Use the Swift Loop Tool to add more loops around the chest area:
12. Use the Paint Deformation Tool to round out the chest. You might want to decrease the
Brush size. If you see an opening in the middle of the chest, simply move the vertex to close it
up.
13. Look at the Back view of your character. Use the Swift Loop tool to add a loop as shown:
14. Bridge the edges as shown here:
15. Add more loops to the area you just bridged. Move the vertices around to shape out the
area as shown:
16. Delete the faces where the arm will be extruded out and then round out the border by
moving the vertices. You also
need to scale down the
border where the arm will be
extruded out:
CREATING THE ARMS
1. Count the number of sides you have at the border of the arm:
2. Create a cylinder. Set the Radius to 0'0 30/32", Height to 0'10", Height Segments to 5, and
Sides to 8(same number as arm border, you will need the same amount to bridge them).
Rename the cylinder Arms. Position the arms where it's suppose to be. Convert the cylinder to
Editable Poly. Delete the cap faces of the arm:
3. Now you will attach the Torso to the arm. Select the Torso and collapse the Symmetry
modifier. Go to Editable Poly and use the Attach tool to attach the torso to the arm.
4. You need to have the arms on the left side also. So delete the faces on the left side of the
Torso and then add the Symmetry Modifier.
5. Go to Border Selection mode and select the following borders and bridge them:
6. Shape out the arm by moving and scaling the vertices. Add more loops where necessary:
7. Create the hand as shown:
8. Create a cylinder. Convert it to Editable Poly. Scale and move the vertices around to shape it
out like a finger. Attach the fingers together using the Attach tool and mirror them to the left
side:
9. Go to the Front view and select the faces as shown:
10. Extrude the selected faces by using the Extrude tool. Set to Local Normal and Height to
0'0 9/32". Click the check sign to OK.
11. Select the following faces in the chest area:
12. Extrude the selected faces by using the Extrude tool. Set to Local Normal and Height to
0'0 9/32". Click the check sign to OK.
CREATING THE LEGS AND FEET
1. Count how many sides you have at the border of the leg:
2. Create a cylinder. Set the Radius to 0'2", Height to 0'9 5/32", Height Segments to 5, and Sides
to 8(same number as leg border, you will need the same amount to bridge them). Position the
Leg where it's suppose to be. Convert the cylinder to Editable Poly. Delete the cap faces of the
leg.
3. Select the Torso. Collapse the Symmetry Modifier. Attach the Torso to the leg using the
Attach tool. Then use the Bridge tool to bridge the following borders together:
4. Shape out the leg by scaling and moving the vertices:
5. Now you will create the lower leg. Create a cylinder. Set the Radius to 0'1 11/32", Height to
0'10 5/32", Height Segments to 5, and Sides to 8(same number as upper leg border, you will
need the same amount to bridge them). Position the lower Leg where it's suppose to be.
Convert the cylinder to Editable Poly. Delete the cap faces of the leg.
6. Select the Torso. Use the Attach tool to attach the Torso to the lower leg. Then use the
Bridge tool to bridge the upper and lower legs together. Shape out the legs by moving, rotating,
and scaling the vertices. Look at your character's side and front view to make sure everything
looks good.
7. Delete the faces on the left side
of the Torso and add a Symmetry
Modifier.
8. Close the hole in the leg by
capping it:
9. Select the faces as shown and extrude them out.
10. If you look at the
bottom of the feet, you
will notice the heel has
more than 4 sides. Fix
this problem by using
the Cut tool.
11. Look at the back view of your character. Round out the area where the butt will be extruded
out:
12. Select the faces of the butt and extrude them out as shown:
13. With the faces still selected, use the Scale tool to bring the butt down. Then use the Swift
Loop tool to add a loop as shown:
14. Use the Paint Deformation tool to shape out the butt to your liking. Review the side and
front view of your
character to make sure
everything looks good.
15. Go to the Front view and select the faces as shown, go to Extrude Settings, and extrude(Set
to Local Normal and Height to 0'0 10/32") :
16. Select the faces in the lower leg as shown and extrude(Set to Local Normal and Height to
0'0 19/32"):
17. Deselect the faces by clicking anywhere in the viewport. Add a Turbo Smooth Modifier. To
make the surface look hard, use the Swift Loop tool to add loops around the areas where you
made extrusions. You need to turn off Turbo Smooth Modifier when you do this.
CREATING REALISTIC METAL MATERIAL
1. Right now if you hold the Shift key and press Q to render, you will see that the colors of the
robot do not look like metal. But you will be able to create that metal look if you follow the next
steps. It's real easy. :)
2. First go to http://www.hdrmill.com/Freebies.htm to download a free HDRI image. This High
Dynamic Range Image will provide a more realistic look to your models and renderings. Save
this file in your flash drive.
3. In 3ds Max, go to Rendering in the Menu bar and click Render Setup.
4. The Render Setup window will pop
up. Scroll down to find Assign Renderer
rollout. For Production, choose Mental
Ray Renderer. There are different kinds
of renderer in 3ds Max. Mental Ray will
give you the most realistic results. With
Mental Ray as your renderer you will
also have more preset materials to
choose from in the Material Editor.
5. Press M for the Material Editor. Click
the Get Material Icon.
6. Get the Arch & Design Material from the mental ray section.
7. Name the material Red Metal and set Color to red.
8. Scroll down and look for the Special Purpose Maps rollout in your Red Metal Material. For
Environment, click on "None" slot and choose Environment Probe/Chrome Ball.
9. Under Environment Probe/Chrome Ball Parameters click Browse. Locate where you have
saved your HDRI image and
select that image.
10. Click Go to Parent icon to return to
your material:
11. Now you will create a yellow metal material. You will just have to duplicate the Red Metal
material and then change the color to yellow. Click and drag your Red Metal material to
another material slot as shown:
12. Rename the duplicate Yellow Metal. In the Main material parameters, change the Color to
yellow
13. After you created all of
your colored metal
materials, it's time to assign
them to your robot. You can
select the faces of your
robot and apply different
color materials to them.
SAVE YOUR FILE.
GREAT JOB! YOU JUST
FINISHED CREATING YOUR
HARD SURFACE ROBOT!
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