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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.

http://www.artde3.com/Model.lwo

 

 

Video Nº1

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.

Tools, Smooth Shift, Drag, Spinquad, Size (video nº16)

Video Nº15,

Tools, Smooth Shift, Drag, Spinquad, Size (video nº16)

 

 

Video Nº16

Tools, Smooth Shift, Drag, Spinquad, Size (video nº16)

 

 

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