|

Introduction:
In this tutorial I will cover some of the modeling techniques
I use to model a human body. In this instance it is a female model.
This tutorial assumes that you have a basic knowledge of the Lightwave
Modeler. It should be translateable into any other package as
well by using whichever tools are aplicable. I've taken screen
captures of Lightwave Modeler frequently to document my progress.
The thumb-nail images on this page link to the entire screen grab.
This should answer any questions that the thumbnails do not.
Getting Started:
Early planning can help you save time and avoid endless editing.
I've scanned some images I drew to use as background images in
modeler. For those of you who wish to use them I have included
them here. Make sure that your front
and back view image are symetrical on the y axis so that you can
use the mirror tool to create the other half of your geometry.
Make sure also that your side view and front/back view are aligned
as closely as possible. I choose to model to scale and have sized
these images to 5'8". I find that working to scale aids later
in surfacing.
Smooth-Shifting out a Breast:
I've begun to create the breast here by creating a surface that
I will Smooth-Shift out into a breast. There are 6 outer edges
to this surface though for more control I might have choosen eight.
Smooth-shifting is an easy way to quickly create more geometry.
My settings are OFFSET = 0, and SMOOTHING = 200. SMOOTHING is
set to 200 to avoid a problem that will mangle geometry when Smooth-Shifted
with an OFFSET = 0.
After Smooth-Shifting the surface you need to move those
faces and adjust those points to the background image geometry.
This can be done roughly because you will need to edit it again
after you have created all the geometry you need for the entire
breast.
Polygon Smoothing or Subdivision Surfaces allow smooth
organic surfaces to be created with reletively simple geometry.
I will be using Metamation Plus on this model because I'm using
Lightwave 5.6 for this tutorial.
Here's the Metanurbed breast to give you an idea of how the form
is coming along. It took 8 Smooth-Shift Operations to form this
example. I adjusted each level as I made it and then fine tuned
the resultant form.
|
|
Anchoring
the Breast:
I chose the breast as a starting point because we can make sure
that it is anchored correctly to the torso, with all the geometry
we need, and not have to edit the torso after we've already built
it. Because it's an oblong rounded form set at aproximately a
45% to the front of the chest. Its just easier to build it correctly
with out all the other geometry cluttering up the modeler views.
The underside of the breast needs geometry to anchor it to
the torso so that it overlaps it in a natural way. These high-lighted
faces have thier normals facing away from us. We will build our
torso outwards from these.
Note: So far we've only used Quadrangles (four sided objects)
in the construction of this model. Though we could use Triangles
(and even Pentangles with Metamation Plus) It is better to avoid
them because otherwise we would not get a decent representation
of our final object by just pressing the Tab Key (turning Metanurbs
on) You can see to the right that with a little thinking it's
not hard to avoid triangles.
Mirror Tool:
Now that you have some polygons at about 0 on the X axis,
you can see how well the two sides line up tangentally. Your points
might not be exactly at 0 so in Point Selection mode select the
points that you want to line up and hit Control v. In Polygon
Selection Mode Mirror your object on the Y axis and Merge Points.
Hitting Tab now should show you a good representation of your
object so far. While the object is doubled you can make any edits
you need to and then delete half of the model again for further
modeling.
Model Along Natural Contour Lines:
Model along natural contour lines of the body. This will make
it easier to control the shape of the body when fine tuning later,
and help to avoid zig-zag shadows across surfaces that you intend
to be smooth. If you need to make adjustments or morph targets
at a later time, the model will be easier to understand and make
changes to.
Note: The Drag Net tool is really useful when making morph-targets
for organic forms. Odd point placements where points do not follow
natural curves or where they are made to pull against each other
so much that they don't represent well the area they control,
can make using the Drag Net tool useless. I've had to edit heads
in the past that were like that. The only option I had was to
make the morph targets for it one point at a time. This is counter
productive.
|