Modeling a female by: Walter Behrnes This tutorial is an extention off of my previous character modeling tutorial.

It is more visual and less writing. This is a little less than two megs of images so be patient for all the images to download. If you have any questions or comments on my technique feel free to email me. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Using a primitive nurbs cylinder deform it to front profile using lattice.

Same with side profile

1

Detatch surface

Select cvs

2

Snap to grid so they overlay each other.

Looking at surface parameterization

3

Rebuild surface

Nurbs cylinder for leg deformed with lattice

4

Side view

Cylinder for arm

Deformed primatives

5

Add in isoparms.

Removing unwanted isoparms (just hit backspace)

Inserting more isoparms

6

Selecting cv

Pulling to create armpit area

Detatch surface at given isoparms. Dotted line is an isoparm I pulled to place (not actually there)

7

Detach vertical isoparms

Side view of isoparms to detatch

Select armpit detached surface

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Delete

Grab three touching surfaces, go to component mode and select three overlapping cvs

9

Round out corner

All corners rounded out.

Detatch arm

10

Isoparms should line up with corners on body before detatching

Rebuild your surfaces. Parameterizations should match on opposite surfaces (arm = same as shoulder)

Arm parameterized

11

Rebuild shoulder area

Shoulder parameterized and = arm. This should be true of all edges that touch.

Free form fillet

12

Patch connecting arm to torso

Arm attatched.

Looks a little funky. Since there is still history attached to fillet I deform edge of shoulder and arm

13

Looks a little better.

Rebuild fillets.

Rebuilt fillets.

14

Notice the isoparms are not lined up well.

Select isoparms in selected area to match up with other surfaces.(Do this in order from one end to other and loft. Delete old surface.

Edges do not quite match up

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stitch edges together. Equal weight on both edges.

Delete history and create a global stitch. Tweak into correct shape. Delete history when done.

Detatch hip area horizontally

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Detatch vertically

Detatch leg

Rebuild surfaces

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Loft surfaces to match up with hip.

Stitch edge of leg to match up with hip. Want weight of hip edge to = 1 and weight of leg to = 0. This allows the leg to pull up to hip.

Attached leg pieces. Using connect.

18

Ooops error

Look at attach history in attribute editor

Simple, reverse surface. (if this is not the case for you, try swap, twist... Ect)

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(I selected and put at different resolutions to illustrate which pieces are one) arm is one surface, leg is one surface, ect...

Convert to poly with these settings. You can do higher # of U and V but this will make model dense

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Show normals.

Make sure all normals are pointing same direction

Turn off normals and select all pieces

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merge multiple edges with tolerence = 0

Deselect outter edges that we do not want to merge. Then merge edges again. One more time if they do not all merge.

Model breast out of simple nurbs sphere

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detatch. Add in isoparms and pull out nipple

Convert to poly and combine surfaces

Split poly tool

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delete out inner faces

Use append to poly tool (make sure normals match up)

Deform with lattice

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Clean up edges to make match up.

Add in detail for stomach

Detail knee. Split poly tool

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Back of knee

Back of elbow

Inner elbow

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Convert to subd to see how looks (I do this constantly to check out progress) Simply undo to get back to poly mode. Or, if you make tweaks in subd mode convert back to poly using vertices option at level 0

Reference hand

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Poly cube

Extrude edge (keep faces together)

Extrude further

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Split poly tool

Pullin in shape

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Combine surfaces and append to poly tool ( not putting in detail just yet)

Same idea for feet

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Get basic shape

Poly smooth tool

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split poly tool for toes

Pull in more shape

Comibine feet to body and append poly (this is a mirrored surface that is instanced to see how looks as whole)

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throw lattice on leg, attache quick skeleton to lattice and rotate legs out a little. This is for binding purposes later)

Check head length

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Head ref.

Poly cube

Smooth poly

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Deform with lattice

Again.

Delete half of face

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keeping working with looping edges split poly like this.

Add in detail. (sorry forgot to take screen caps of ears, This is in previous tutorial though)

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side detail.

At this point go in and add in detail to hands and feet if you have not already.

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detail of feet

Shot of whole body

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side shot

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Convert to subd to see how looks. Pull points to get correct shape.

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