| Mirroring the head half in 3D Studio MAX ( 3ds max ) - Tutorial / Lesson |
Now all we have with the reference model / character is the half of the head. If we want to refine it furthur, by giving it proper dimensions, we need to have an idea of how it will look in full. Its quite easy to do. |
Select the reference model / character (not the spline cage one). in the perspective view of 3D Studio MAX ( 3ds max ). Select the Move tool. Now hold down the Shift key and click on the reference model / character. It will bring up the Clone dialog box. Choose Instance and click Clone. Nothing happend. Right? Well the duplicate has been made, but is hidden beneath the original reference model / character and will be selected by default.
Click on the Mirror tool . Choose the Mirror Axis as X and click OK. This should mirror the reference and make it full. Now we can model / character with a better picture in our hands.
|
|
|
Now lets concentrate back to our spline cage. Go to modify panel in 3D Studio MAX ( 3ds max ) and to the Vertex mode. Make sure you have maximized the Perspective view. Turn the view so that the spline cage is perfectly facing you. (The front and back portions of our model / character's base profile line should overlap in the view). Now select groups of vertices and pull them out to add depth to the head. Each stage I have shown in the figures. Select only those set of vertices (use the select tool and click and drag around the vertices to draw a selection rectangle) that I've highlighted in each figures. Then move them in almost the same amount as I've shown. |
|
|
I know that it might be a bit difficult task. Let me explain it to you. The first figure is the figure without any alteration. In the second figure, you can see that the left most vertical line (the model / character's profile line that we have drawn in the beginning) is overlapping in the view. This helps to select the vertices properly. You need to move the whole set of vertices only slightly. In the third figure, we select a smaller set of vertices and move them slightly. And in the fourth figure, the vertices at the end right are moved. They have to be moved slightly down also (Z axis). This step by step moving of vertices, is done to give proper spacing between vertical line segments and those vertices. This makes the whole model / character smoother without any bumps in 3D Studio MAX ( 3ds max ). |
Technique: You might have noticed one thing in these figures. While selecting each different set of vertices, i slightly rotated the perspective view so that the front and back regions of the line segment whose vertices I'm selecting are made to overlap. Notice the third figure. Here the base profile line is not overlapping, but the selected vertice's lines are almost overlapping (preferably the left most one). This helps you draw a selection rectangle around that region and get both the front and back vertex that belongs to that line segment fall under its selection. If you try to select without this alignment done, unwanted vertices might get inside your selection, or you might miss out some vertices. Read again and again till you understand the technique, because it is very crucial. |
|
Turn the view as shown in the figure. Slightly move the selected vertices in the backward direction (Y axis). Now select only the left most vertex from among the three and move it slightly forward so that the reference model / character will show a smooth forehead. |
|
|
|
Rotate the view so that the spline cage is in the front facing position. Make sure that the profile line's back and front vertices are almost overlapping in the view, as we have done before. Now move the mid-level vertices the same way you moved before, in three small steps. The final figure to be obtained is shown. |
|
The rest you can try yourself. Move the rest of the vertices that are located inwards, outside so that the face model / character gets a better shape. Refer the figure. You may select vertex groups collectively in 3D Studio MAX ( 3ds max ) or on a per level basis. Experiment and bring a satisfactory result as shown in the figure. |
|
Also move the individual vertices near the model / character's cheek and the upper lip region slightly so that the region looks smoother and more real. Refer the figure. I'm not specifying which all vertices to change. You can try it out yourself and observe the behaviour. I would like to repeat - There are no absolutes. |
|
|
Now rotate the view as shown in the first figure. Select the vertices near the model / character's cheek and move it backwards so that a smooth looking cheek is formed. Also move the vertices near the eyes backward. Make small adjustments to the model / character's jaw vertices also. Take your own time experimenting (Use Ctr-Z to undo) till you are satisfied with the result. |
|
|
|