Chapter 12.5- Character Modeling in 3DS MAX (Surface Modeling) - Combining / Stitching the human model - page 2
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Chapter 12.5- Combining / Stitching the human model in 3D Studio MAX ( 3ds max ) (Character modeling & rigging Tutorial / Lesson in 3D MAX)
Author - Saju Asokan
Last Updated: Sep 25 2008
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If you look at the scene now, you will see that though we have merged the head scene with the body scene, they are two separate objects. In the stitching together workflow, we need to attach both these spline cages together . Then only we can weld the adjacent vertices in 3D Studio MAX ( 3ds max ).

Select the body spline cage and click the Attach button 3ds max character modeling from the Modify Panel. Now when you move the mouse over the head spline cage, you can see a different mouse cursor in 3D Studio MAX ( 3ds max ). It indicates that you can attach the head spline cage to the currently selected body spline cage. Simply click on the head spline cage and both will be attached together into a single spline cage. It is time we should give a suitable name to the spline cage. Name it as Female_Spline (Type in the name in the modify panel top region)

Welding the neck in 3D Studio MAX ( 3ds max )

Though we attached the spline cages together, they are seperated by a small distance at the neck region. We need to move the vertices together and then weld them in 3D Studio MAX ( 3ds max ). The figure shows the vertices of the neck region, which we need to fuse together.

Since, we need to snap that vertex with the corresponding one in the body's neck region, turn on the 3D snap in 3D Studio MAX ( 3ds max ). Now Right click on it to bring up the Snap settings. From the dialog box that appears, turn on 'Vertex' as the mode for snapping. Now that the snap is on, move the mouse cursor over the vertex shown in the first figure. It will turn blue (that vertex should be initially unselected), click on it and move it to the vertex below (in the body's neck region). It will snap together. (Be very careful when snapping. Make sure it snaps properly with the correct vertex) .

Similarly snap the next adjacent set of vertices as shown in the second figure.

3ds max human female modeling combining img8
3ds max human female modeling combining img9
 
3ds max human female modeling combining img10

Similarly snap the vertices at the back of the neck from both the spline cage sections, as shown in the figure. (Look at the vertex pointed by the mouse arrow)

3ds max human female modeling combining img11

Now lets repeat the steps on the remaining vertices. Look at the selected vertices (red coloured) in the first figure. These are the neck line vertices that belong to the body spline cage. You need to snap the head spline's corresponding neckline vertices on to these selected vertices.

Looking at the second figure, you will understand which all vertices needs to be snapped on to those vertices in 3D Studio MAX ( 3ds max ).

Even though we have snapped the vertices, there exists two seperate vertices at each point (from both the spline sections - head and body), which needs to be welded in 3D Studio MAX ( 3ds max ). Drag small selection rectangles around each vertex, along the neckline that you snapped (to select both the vertices at a point) and click Weld from the Modify Panel in 3D Studio MAX ( 3ds max ). Do this on all the vertices along the neck line, to weld together the vertices from the head and body spline sections.

3ds max human female modeling combining img12
 
  Save the scene as Chapter12.5-save01.max. You will learn how to refine the neck line, that we have stitched in 3D Studio MAX ( 3ds max ), in the next page of this tutorial.
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