3ds max character modeling tutorial pdf
How do I Learn 3D modeling?
To get the most out of the modeling tools, you need to practice how to model different models and styles. 3D modeling tutorials can help you understand the different modeling techniques and how to work with the polygons and meshes of the model. Here are also other 3D tutorial resources that can help you learn more about 3D modeling:
Why should you learn 3ds Max?
3Ds Max is one of the commonly used application in the 3D field. Learning 3Ds Max not only helps you to create 3D projects, but also learn the 3D concept. You can use 3Ds Max to create 3D characters. Although there are tools that is specialized in only modeling, 3Ds Max is a good start to help you to understand the concept behind 3D modeling.
How to create a box in 3D Max?
Next, open up 3ds Max and create a box by going to the Create panel and then navigating to Geometry > Standard Primitives. Click and drag in the Perspective viewport to create the box primitive. In the Width and Height rollout menus, enter the dimensions of your front view image.
What software do I need for a 3D Max course?
Software required: 3ds Max 2014, ZBrush 4 R6. Get this course plus top-rated picks in tech skills and other popular topics. This course and over 7,000+ additional courses from our full course library. Practice and apply knowledge faster in real-world scenarios with projects and interactive courses. Not sure where to start?
Step 01
We begin by gathering references. In this case concept art has been provided for us in the form of an action pose and a standard model sheet showing the front, side and back of our Swordmaster character. Different projects will require a different level of accuracy; once you become comfortable with your craft it is perfectly fine to model in perspe
Step 02
To begin, I split up the character based on the views that I will need. For me this is just going to be a rough guide to help ensure the accuracy of proportions. When it comes to detailing, I tend to switch to a freestyle workflow. In Photoshop, select the area that includes the front view of the character. Press Ctrl + C to copy the information, o
Step 03
Next, open up 3ds Max and create a box by going to the Create panel and then navigating to Geometry > Standard Primitives. Click and drag in the Perspective viewport to create the box primitive. In the Width and Height rollout menus, enter the dimensions of your front view image. In my case, the image is 1686 x 1878 units (Fig.04). Fig.04 3dtotal.com
Step 04
The box now needs a material as a perfectly black box makes it very hard to pick out edge details. We also need this material to begin setting up our reference images. Press M on your keyboard; this will bring up the Material Editor. You'll notice a nice collection of blank shader balls. Click on the first shader ball and rename it "Front”. This wi
Step 05
Click on the Diffuse button and then click on Bitmap. This will allow a 2D image to drive the basic color information within your material. Navigate to your front reference image and click OK. Select your front view box and click the Assign Material to Selection icon or, alternatively, click and drag the shader ball onto your model (Fig.06). Fig.06 3dtotal.com
Step 06
Create another box and give it the dimensions of your side view image in the Length and Height coordinates. To make sure that both boxes align perfectly, you can select each box and enter the sizes into the XYZ coordinates at the bottom of the screen (Fig.07). Fig.07 3dtotal.com
Step 07
Create a new material in the Material Editor and enter the name "Side”. This will help keep things organized as you move along in the project or if you need to change anything. Apply this material to the new object you created (Fig.08). Fig.08 3dtotal.com
Step 08
Next create a new box and enter Edge mode by pressing 2. Split the box down the middle by selecting a ring of edges in the XZ plane and pressing Connect in the Edit Edges panel. By simply clicking the Connect button, it will use whatever value was previously entered. By default the value is 1. By clicking the details box next to Connect, an options
Step 09
Enter Face mode by pressing 4 and delete all of the faces of the box except for the left side on the XZ plane. This grid will be used as the basis for the rest of our character's face. Enter Object mode and move this new grid so that the bottom right corner roughly lines up with the mid-point between both of the character's eyes (Fig.10 - 11). Fig
Step 10
The main modeling technique I use is edge extrusion. This means that rather than taking a primitive and cutting away at it until it resembles the shape needed, I duplicate edges along paths and fill in the remaining areas. After some practice, I find that this technique allows me to quickly block out forms, requires less clean-up work and gives mor
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Beginner Guide to Character Modeling in 3ds Max
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Beginner Guide to Character Modeling in 3ds Max
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3dsMax basics: Make a LowPoly Character
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