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  1. #1

    Default 3DS Max Tutorial: Modeling A Cartoon Character


    Today , I will try to model a basic base model cartoon character.
    I'd like to hear your comments and suggestions.
    what we need is a sketch/blueprint of the character para atong sundan/trace.
    in this case, nangita ko sa internet. myembro man kuno ni sya sa pokemon
    wa ko kaila hehe
    nia ra sya after the process. ato ni hinayhinayan pagbuhat



    lets start.
    kun wa pa mo kabalo unsaun pag add ug blueprint within 3dmax refer lang dre
    sa previous tutorial nato.

    https://www.istorya.net/forums/websit...ng-bmw-a3.html

    step 1.
    kay humanoid mani ato charcter, para nako it is faster to model this using
    basic shapes like circles, squares,cylinders etc. the closest shape would be a cylinder kay ato tiil,
    kamot torso etc mo conform man sa cylinder.
    so nag start ko ug cylinder sa iya hips dapit, arranged sa front ug side view. we need to convert this cylider into editable poly
    para atong ma edit/move/copy/delete etc iya elements like vertex, face and edge.
    vertex - kanang crossing point sa white lines
    edge - kanang mga white lines
    face - kanang brown enclosed by white lines



    step 2.

    nagselect kog certain faces ug akong gi extrude para maporma na first leaf sa iya attire
    ang extrude na command naa sa right side, mo appear ni sya depende sa imo gi select like
    if vertex imo sipili, command rapud na pang vertex mo appear likewise kung face, face command ra sad.
    usa sa face command is extrude. try explore
    while extruding isubay sad sa background blueprint



    step.3
    do the same, i arrange ang vertex/face/edge para maporma like the blueprint



    step 4.
    to smoothen the model, apply a modifier called meshmooth. discuss later..





    vertex/edge/face illustration



    padayon





    select napud ug face then i extrude para hands

  2. #2
    continue...


    we can move the blueprint forward backward/left right para maka focus ta pag model
    sa certain part sa model like the arms/hands



    to see the progress, add a symmetry modifier para macopy exactly the same ang pikas side sa torso
    tip: kun symmetrical imo model, half lang buhata dayon applyi symmetry



    modeling the hand. dali rani, igo ra gitunga tunga ang facese the extrude tagsa tagsa




    hands...




    result




  3. #3
    wow nice tut bro,,,padayuna aron makat on me..heheheheheheh

  4. #4
    continue..

    tip. pwede nato mapa low poly (low polygonal count) or ma high poly (smooth/high polygonal count)
    ang model.

    smooth model kung pang final na and
    boxy model kung naa pa sa creation stage.

    reason: lisod i-edit kung naa sa smooth mode kay pwerti ka daghan ug vertex/edge ug faces na gagmay
    whereas kung boxy gamay ra edge/vertex/face dali ra i-select/move/delete etc.


    to move from smooth to boxy and vice versa, ato i on off ang "meshsmooth" modifier


    padayon ug model in boxy model mode






    note: this bisyo needs lots and lots of pasensya mao ayaw mo kaguol/discourage dayon if at first shot di
    makuha ang desired shape



    back to boxy, add details




    add the leaf sleeve hehe









  5. #5
    continue...


    this time we will create the legs/boots.

    same ra gihapon right from the start, start with a basic shape
    again I'll use cylinder. you can use any shape depending on your modeling style
    pede sad mo mo gamit ug plane, nurbs, spline etc.. depende sa imo type.para nako pinaka sayon ang
    cylinder kay atong tiil cylinder na daan ug porma




    arrange the vertices and edges





    the boots is part of the cylinder na atong gibuhatan sa tiil






    continue extrude sa face



    sa front na part sa boots pwede ra square/boxy you can arrange them later









    smoothing + symmetry


  6. #6
    continue...


    lets go to the head part.
    simply extrude the neck part and expand. dont worry bout the edges



    arrange vertex/faces to get the shape of the head



    challenging part is the dahon on top the head.
    select faces on the head and extrude them all through up then arrange
    the vertex to match the blueprint



    cut/slice faces to subdivide the polygon the arrange




    smoothing test






    do the same on the side dahon part. mao ra gihapon, extrude-arrange vertex cut slice ubtil it fits the blueprint




    overall progress






    this time we will separate the dahon on top of the head kay later inig texture
    nato lahi mani syag material compared sa skin type na material.
    naay command called "detach" just select faces and detach or cut




  7. #7
    continue...


    paghimo sa tungoy tungoy hehe









    basic model is almost done!






    more detailing!




    ato buhatan gamay na boobs!select faces from the chest part and extrude






    we will make a costume/dress but how?

    dresses are made of copy of faces from the model itself to get a perfect fit!
    simply select the faces and copy then scale into a little larger than the model to eppear like
    it is worn by the model



    detach the dress faces selected and make details



    hide the model so you wont accidentally select wrong faces/vertex




    unhiding all






    detailing the dress to show dress touching the model's skin



  8. #8
    continue..

    Test Rendering






















    ari lang ta taman sa sunod napod.

    sa tinuod na development ani, naa pani texturing like pagtexture sa dahon sa boots skin etc. then
    adto dayon rigging to pose the character on different positions


    ahppi modeling to all!!


    my attempt for a real head modeling. gikapoy ko kay hasol kaayo ang hair!



  9. #9
    Nice. Where you working?

  10. #10
    awesome job bai! looking forward to your future posts. I hope daghan ang ma inspire ani para mas mo daghan pa gyud ang atong local 3d artists. keep up the great work bai.

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