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Roughing in Characters

Roughing in Characters. CGDD 4113. Main IDEA for this lecture. Start with a polygon Get rough shape of body Tweak body. Torso. Edit Mesh -> Keep Faces Together Start with a cube Inputs (Channel box)-> Subdvisions Width = 2 Scale along two axes

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Roughing in Characters

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  1. Roughing in Characters CGDD 4113

  2. Main IDEA for this lecture • Start with a polygon • Get rough shape of body • Tweak body

  3. Torso • Edit Mesh->Keep Faces Together • Start with a cube • Inputs (Channel box)->Subdvisions Width = 2 • Scale along two axes • This represents the pelvis of your character

  4. Extruding Faces • This will form the torso • Extrude faces by: • Right-clicking and hold on the object, then “Faces” • Select both top faces • Edit Mesh->Extrude • Modify position/scale/rotation • Repeat

  5. Chest Waist Pelvis

  6. 3 key Convert geometry through Modify->Convert->Smooth Mesh Preview to Polygons

  7. Legs • Turn off Edit Mesh->Keep Faces Together! • Do each leg separately the first extrude!f • Extrude the bottom faces (of pelvis) • Make • Knees • Ankles • Heels • Then extrude front faces for feet (but not toes)

  8. Notice a few things • Waist is small • Chest is large • Haunches are large • Feet are large

  9. Arms • Similar process as legs, but • Start with small extrude and • Select both sides (for both arms) • Note that arms/shoulders should be slightly further back • Make • Shoulder (small) • Elbows • Wrists • Palm

  10. Tweaking • Pull exact middle of chest out (while in ‘3’ mode) • Make butt a bit bigger • Made waist even smaller (for arched back) • Scale down legs and adjust proportions

  11. Edge Loops(Edit Mesh -> Insert Edge Loop, Offset Edge loop, Slide Edge Tool)

  12. Shape the legs(Hopefully better than what I’ve done)

  13. Flat Feet • To flatten the feet • Extrude • Immediately scale • Make sure Reflection isturned off!

  14. Tricky Toes Start here • Hero has 3 toes, so we need 3 faces to extrude • Need to useEdit Mesh -> Split Polygon Tool • Help visualize by toggling between 1 & 2 Start here

  15. Extruding the Toes

  16. The Hand – Same thing • Subtle – had to move down “paddy” part of finger after scale (dangling)

  17. Mirroring • Select the faces from one half of your model, then delete them! • Edit -> Duplicate Special-> □ and • Reset Settings • Geometry Type = Instance • Set Scale X to -1

  18. What we have so Far…

  19. Remirroring the Geometry(Mesh->Mirror Cut, Translate X to 0.0)

  20. Modify->Convert->Smooth Mesh Preview(maybe set Divisions to 1 instead of 2)

  21. And then I started losing faces…

  22. … But after some tweaking…

  23. Lattice Deformation(Create Deformers->Lattice) • Good for creating “one off” characters

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