Tutorial 7: Patch Character Modeling
Modeling the Body For modeling the body, the same steps are used as modeling the head. A semicircle is cloned, scaled, and rotated and then the CrossSection and Surface modifiers are added to create the creature's skin.
Setting up
 Open head02.max if you have not completed the previous steps and would like to continue from this point.
Files for this tutorial are located on the Learning and Training CD in the \tutorials\patch_modeling directory.
Creating a semicircle for the neck
 In the Top viewport, create a circle where the neck should be.
Right-click on the circle and choose Transform quadrant > Convert To: > Editable Spline.
On the Modify panel, on the Editable Spline > Selection rollout, turn on Segment.
In the Top viewport select and delete the two segments to the right of the circle.
 Maximize the Left viewport.
Turn off Segments.
All sub-object selections should be off for the following cloning steps.
Move the semicircle inside the head.
SHIFT-move the semicircle to create the body of the character. You'll need to rotate and scale each semicircle in turn to create the body. Use the following illustration as a guide. The exact number of semicircles is not important so long as there are enough of them to flesh out the body.
Select the first spline in the neck.
On the Geometry rollout, turn on Attach and select each semicircle in turn, following them in order. The CrossSection modifier follows the order that the semicircles were created in.
Now add the CrossSection and Surface modifiers. The body is taking shape.
If the object looks backwards in the shaded view, try turning on flip normals in the Surface modifier > Parameters rollout.
Right-click the Surface modifier in the stack display and select Collapse To. Answer Yes in the warning dialog. The stack is collapsed to an Editable Patch object.
On the Geometry rollout, turn off Show Interior Edges.
Save your work.
Next
Adding an Arm and a Hand
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