Modeling A Human Body |
By: Olli-Pekka Saastamoinen copyright (c) Olli-Pekka Saastamoinen 1999. Homepage:
http://www.dlc.fi/~ops |
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There's no retouching made after Meshsmooth was
applied.
Step 1. Making Profiles |
First we have to make (well not have to, but helps a lot) 2
reference pictures (front and side view of what we are modeling).
If you
have a scanner you can draw them on paper and scan to you computer. I don't
have, so here's how I did it.
I drew the profiles in Max with splines. See bellow.
Click here to see a high res version. You can use that if you want.
Step 2. Modeling Leg |
It's easier to start from a leg. Start by makeing a box. Oh and remember that you have to model only the other half.
Now apply Edit Mesh and select a top face. You don't have to enter anything in the "amount", just press up arrow and you'll see the extrusion.
Next picture shows you "have to do"
segments.
Those thick red lines shows you where you have to stop the extrusion.
When you hold down the arrow and see the extrusion you have to stop in these
lines (you get minimum detail).
In Max 1.2 and 2.0 you have to think in
the future, because you can't add more segments afterwards (in middle of the
body).
Max 2.5 users can make a whole body first and then add more segments
(Cut and Slice)
You also should watch your side view.
Leg extrusion ready. See those segments on the knee area (you should add more segments in knees, start of an arm, elbow etc.. to make it better for animation).
Now It's time for editing the leg. Move vertices so they match with the
reference pictures you made. You might see that I placed some segments wrong (on
butt area).
That doesn't matter much when Meshsmooth is applied. Max 2.5
owners have no problems, use Slice.
Step 3. Torso |
Use the same technique as with the leg.
Step 4. Arm |
Start by selecting the face where to start arm
extrusion
Extrusion time!
waiting.......... waiting........ waiting
Ready?
Here's what I got.
Click here to continue - Making hand