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Iâm putting the images that I rendered on my account because I'm using hyperlink to link to them, which would require less traffic than hotlinking them. I'm hyperlinking them because I have too many images anyway, so I can't hotlink them all.
Iâm working on a 3d animation with 3ds max, and have created a model called Neo. This tutorial will tell you how I modeled it. It might not be the best way, but it worked for me.
First, I used Flash to draw my model. I did a front and side view. These images will serve as reference images during modeling. You will see how effective they are soon.
My reference images
Find out the dimensions of your images, and create planes of those sizes in 3ds max by going to the create panel -> Geometry -> Plane. Open up the KeyboardEntry roll out and type in the dimensions for the front image. Select the front view port, and click Create. Repeat for the side image with side view port selected and the dimension for the side image entered. You should now be selecting the plane on the side view.
Now, press âMâ to open up the Materials Editor. In the Blinn Basic Parameters roll out, click the gray square (not the rectangle) button to the left of âDiffuseâ.
In the pop-up, double-click âBitmapâ. Select your side reference image, wherever you saved it. Select the second ball, then repeat the same thing but select the front reference image instead. Now, drag the first ball onto the side plane in the side view port. If the plane turned gray after this, go back to the Materials Editor and click on the icon with the checkered cube (Scroll down to the image if you donât know what Iâm talking about). And there, your reference images are set up.
Next, we will start modeling. Oh, forgot to tell you to save your file. Save frequently from now on. You can close your Materials Editor, because weâre done with that now. Most tutorials for modeling people say that you should start with a box. But have you ever seen a box like human (Hmmâ¦ Maybe you have if youâre American
Then, right click on the cylinder > Convert To: > Convert to Editable Poly. Now we can mold the cylinderâs vertices to form the shape of our model. You should already have the Modify Panel on your right open, so click on the Vertex button with the 3-dot icon in the Selection rollout. There should be dots on your cylinder in your view ports. Move and scale them to the shape of your image. You do not need to make them fit exactly, because the reference image is just a guide, so if you think of doing something to make the model look better, do it and ignore the images. Below is a rendering of what I got.
Note: From now on, the non-screenshot pictures that I give you will be the renderings that I did in the progress of my original Neo model prototype. I did not think of taking screenshots instead when I modeled it, but Iâm not going to model the whole thing over again just to take screenshots for the tutorial. Sorryâ¦ ~_~
That looks pretty good. To make the arms, changed to Polygon mode (with the red square icon), clicked the Insert Vertex button in the Edit Polygons rollout and added 4 more points on the right side of the cylinder (your left), forming a square with... Just see the next image. Oh, and from now on, you only need to model one side of your model because we will mirror it to the other side when weâre done.
Then select the all the planes (holding ctrl on every click) in the octagon that had formed when we inserted those vertices, and click on the Extrude button. In the Front View Port, drag the selected red planes up to extrude them to the length of the arm. Again, move and scale the arm to the right shape. To better define the shape of the arm, we are now going to âSlice Planeâ the arm. Switch to Vertex mode with the 3-dot icon, and click Slice Plane in the Edit Geometry rollout. Rotate that yellow box to 90 degrees in the Front View Port, and move it right next to the body on the arm. Click the Slice button, move it a little more away from the body, click again, move again, and repeat for as much as you want (I did 4 cuts, separating the arm into 5 sections). Now you can mold the arm into an even better shape. Well, hereâs what I got.
Next, I pretty much did the same thing with the leg. Turn on Edged Faces in Perspective View Port and add one vertex in Polygon mode on the bottom of the body, then select the vertex in Vertex mode and change its X and Y value to 0, leaving Z alone again. Select one half (same side as your arm) in Polygon mode and Extrude it to the crotch. Move the vertices to make it fit theâ¦ crotch. Then Extrude again, about the same distance. Switch to Edge mode by clicking on the triangle icon, and insert vertices at the places where I have circled in red for you in the next picture.
In Vertex mode, move the vertices circled in blue towards the center a little, so that they are closer together. Move all four of them away from the body, so that now the bottom forms an oval-like shape.
Switch back to Edge mode, and delete the 2 diagonal lines by click on them and clicking Remove in the Edit Edges roll out. Then, Insert Vertex right at the center of the middle line.
Switch back to Vertex mode and Connect it to all its surrounding vertices on the same plane. Extrude the whole plane to the end of the leg. Move and scale again so that it fits the leg. Finally, Slice Plane the whole leg the same way as you did with the arm, and define the leg again. Thatâs all for the leg.
Now we shall give our model a head. Uhâ¦ We shall make a head for our model. Connect the 2 vertices in the center of the top plane to divide the neck in half. Select one half of the neck plane, and Extrude it to the top of the head. Then, move all the vertices again and Slice Plane if necessary. Make sure that the vertices in the center of the modelâs head are positioned 0 for X.
Select all the vertices on the side of the model with no arm, leg or head, and click the Remove button. The model should remain as a whole thing (no holes, not hollow) if nothing went wrong. If something did go wrong, I donât know why. Now, all you have to do is go to the Modifier List in the Modify panel and select Symmetry in the drop down list. Click Flip if the model is not currently a whole person. You have completed the modeling of Neo! If you want to smooth him out a little, go back to the Modifier List and select MeshSmooth.
Heh, if it allowed just one last hotlink this post would have been perfect... Here's the last screenshot, hyperlinked...
You can just delete the reference images now.
Heh, this final version looks much better than the first version... Those were some heavy editing...
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Good Tutorial. Are all those links to images from your site. I recommend you to remove them and replace with a free image hosting site links. As you will blow up your account BW when people view them.
cool really simple way that create the character. maybe you can make another tutorial on animation. creating a film on your character to walk or something.
Yeah, I have already rendered a short clip of it walking quite a long time ago.
Ok, I'll put the pictures on an image host, but I have another copy of this tutorial on my site with the images hosted on my account.
i want charector modeling a to z tutorials
Character Modeling For 3ds Max
I want charector modeling and animation tutorials because I don't have any information.So wolud you help me . I love modeling but in my teacher didn't have good subject so please sir send me any information I am
Eagally waiting for your maills and as well as tutorails
-reply by b.Suresh yadav
1/ a biped is created using create>system>biped
2/ the com is selected then character>create character - a character01 node is created
(3)/ character>save character - pop up of macroscript editor, line 201 is high lighted and error message box Unknown Property: "Parent" in undefined.
1/ select all bones of the biped and create an assemble with a luminare head object
2/ character>create character and seclect the node then save character
then same problem of (3) results.
Do you mind to tell me how to correct?
Or how I can create and save a character for later use?
Thank you so much.