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Hello to all, I want to do participates in in my works
made for
intention educative and solely gratuitous.
During my stage like Modelador 3D, I have happened through several
programs and different ways to model, I finish of a time
I decided to use the most appropriate techniques for my.
I always use this technique to model personage, animals, mascots, comics.
But she is not the unique one, for example for the hands and feet I prefer to
do using it other methods.
This method is enough express and I believe that quite
easy, it stops most
of the future artists.
For that reason I believe that this way To model is
most similar to
the sculpture, when it works with clay.
For it I finish making these small videos that I hope
will give an idea you of how to make any figure.
From a model it bases.
In order to begin we must activate the way "Symmetry"
You only must rotate the polygons with the Spinquad option
Video nº2
This time, we fixed a little the vertices and next we selected the polygons
Smooth tool shift, we only once pressed the right
button of the mouse, ET voila! we already have new faces.
Video
nº 3
Fase1: we fixed a little the vertices
and next we selected the polygons
Smooth tool shift, we pressed the right button of the mouse, altered a little
The mouth of the personage.
Fase2: In a first attempt, I have used the
Bansawpro tool, but I did not like the way in that she cut the poligonos,
then the fastest and effective solution is to select all the polygons so
and as it is seen in the video and make another Smooth Shift.
Video nº4
Now it is necessary to fix a little the polygons to begin to outline the
form of the face that we want to do.
Video nº5 After
a few adjustments of face to adapt the form of the face, we were
centered a little more in the lips of the personage.
Tools Drag and Smooth Shift.
Video nº6
We selected the polygons of the mouth and began to make several Smooth Shift
Exactly 4 to make the interior of the mouth, can be made many to make the throat
more, if it is necessary.
Video nº7. We
already have the outlined mouth, now we are going to the same make in
the eyes and nose.
Tools: Smooth Shift/ Drag.
Video Nº8. We began to define the nose of the personage.
Tools: Smooth Shift/ Drag/ Spinquad
Video Nº9
After a few adjustments, for the adaptation of the face to my personage,
We continued with the nose, If you notice a difference between a video and another
one, is by
The adaptation of the vertices that I have had to move, you only must watch the
final image of the video and the first image of the following one and to make
same the changes, is to say! To move the vertices to the same site.
Tools: Spinquad/Smooth Shift/Drag
Video Nº 10
In this stage the things complican a little, for less expert, you must
take the things with tranquillity and time and if it is necessary to
return to begin, because to do it every time they make lack! ,! I personally
always say the same to my students and friends, in the morning you must
model to a hand and a foot in the evening point to point and a used face
subdivisions. J, little by little your way to model changed to another
one, with much soltura and security and does not open object that
resists to you.
Well! said this! we continued with the eyes of the personage.
Tools: SmootShift/Drag.
Eye (in the video it has a little while in which
I am making the base of the lagrimal of the eye and I realize that
selected tapeworm the polygons of the cheeks for that reason I give reverse
gear with crtl Z and begin again with the lagrimal.)
Video Nº11 We continued fixing the personage and we are going
to add with Bansaw pro
a series of polygons in the contours of each eye
Video Nº12 Once again the BanSawpro in action and the Smooth
Shift, to define the
eyebrows.
Video Nº13 Here we are going to define a little plus the personage more putting
loop of poligonos to our used personage the BanSawPro.
Often when we used this tool and mainly! using the subdivisions, it can
that we must readjust the polygons of the model in the place
of the modifications caused by the new polygon
Video Nº14, Video Nº15, Video Nº16 We happened to the ears, here also! It is necessary to take its time
with tranquillity, to make the things.
In the videos they do not estan completely you finish, you can outline
plus the ears! until they adjust to your original model.
As usual the tools are the following ones.
Video Nº17, Video Nº18 We continued outlining details in the lips, chin
and cheeks
Video Nº18
Video Nº19
We continued adding details to characterize the personage. .
Video Nº20, Video Nº 21
Again we are going to use bansawPro to add loops more
of poligonos, taken care of much in doing is necessary it to verify if
all the faces follow intact .
Video Nº 21
Video Nº22
This step, is not precise to do it, is only if our model
has this so noticeable fractions.
In order to make what we see in the tutorial,
we must consider that throughout the modeling process, we are working
in Symmetry, in video Nº 22! despues to select the poligonos and to make smooth shift,
we must deactivate this symmetry! in order to fuse the points,
so and as it is seen in the video.
The sense in that we select to the vertices hara that the first selected
point unira to the second remaining in the position of the second, very
important east small detail, because later we will have to return to
activate the symmetry and both parts must be in identicas positions,
in (+-X)
Video Nº23
We almost arrived at the end of the tutorial, now
already we have most difficult made, lack not to only add a cut more to
the center of our model, this way we will be able to separately continue
outlining our model without having to use symmetry, if we want to create
one (face asymmetry)
to our personage.
Video Nº24
Now! single to outline a little the neck, and to prepare shoulders.
Tools: Spinquad; Drag, Smooth Shift
Video Nº25
Either we have the personage, although not this absolutely
finished, or you can take advantage of the learned thing and improve
the model