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3ds max: How to model a Spline-Head in 3d Studio MAX (Part III)

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  • Posted by: PiLe
  • Added on: 24 December 2002 13:46
  • Reads: 921
  • Rating: No votes yet
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Third part of awesome newbies tutorial which will show you step by step on how to model a Spline-Head in 3d Studio MAX. (Part III) - by Eumel3d

How to model a Spline-Head in 3d Studio MAX


by Eumel3d

Part III - The mouth and nose

1. Alright, I hope that you didn't have any problems till now. For the next step, we are going to create the mouth.

2. Therefore:

Go to your front viewport and create two lines (one for the upper-lip and one for the lower lip). It is very important that the 2 endpoints are exactly above each other.

How to do that? Activate 3d-snap (endpoint-snapping must be activated, take a look at part 1) - and move one point above the other.

Take a look at the pics for better understanding.

This is the third part of my tutorial on how to create a spline-head in 3dsmax

Click to enlarge

Create the upper-lip (create-spines-line) - (3dsnap should be deactivated)

Click to enlarge

Create the lower-lip (create-spines-line) - (3dsnap should be deactivated)

Click to enlarge

Select your basic spline-cage and attach the 2 just created lines. After that activate 3dsnap (right-click on the 3dsnap button to check if the endpoint-snapping is activated) - Then snap the 3 points like shown above. If you get a message like : "Do you want to weld coexistent endpoints?" you must click on NO)

3. Next step is to create 2 lines. If not activated, activate 3dsnap, change to your perspective-viewport, select segment and click the "create line button". Then create the lines like shown below.

4. When done, deactivate 3dsnap, and click the "refine"-button. Now refine the 2 lines. The lower one 2 times, the upper one 4 times. (pic below) - (do all that in your perspective-viewport as it is much easier to see)

5. Activate 3dsnap again. Click the "create line"-button and create 6 lines. (first pic below). After that deactive 3dsnap and activate the "refine"-button again. Now refine the 6 just created lines (second pic below)

6. Activate 3dsnap again and click the create line button and create 2 lines like shown below:

7. Deactivate 3dsnap, change to your right-viewport and move the new points till it looks like the second pic above. To avoid that you get some sharp corners later, select all vertices from the mouth, right click and select smooth (like we have done in part 1 and 2)

8. Ok we have created the mouth for our girl. It does not look that good by now but we are going to the fine-work later one. First of all we have to create some more lines, so that we can start modelling the nose.

9. Therefore, go to your perspective viewport, activate 3dsnap, click the "create-line"-button and create a line like in the first pic below after that, deactivate 3dsnap and refine it like shown in the second pic below. Then go to your right viewport and move the new points like shown in the third pic. After that do the same in your front viewport.

10. We have to create a few more help-lines befor we can connect all vertices. So, go to the perspective-viewport (3dsnap must be activated) Click on "create line" and create a line like in the pic below, after that refine it 2 times. 2second pic.)

11. The next steps are all the same, create a line and refine it; Therefore just look at the pictures.

12. And another line. The vertex in the second-pic below doesn't belong there that's why you have to delete it.. (Sorry for that, as I am doing the head, while writing the tutorial I do not know exactly where to place every vertex ;))

13. When you now add the surface modifier you can see something like the pic below (I hope so ;)) You can see that there is a problem with the mouth, you cannot make it out. When you click the "flip-normals" button from the surface-modifier-menu you can see the mouth but not the head. That is ok, as we have no polygons between the mouth and the rest of the head, so the surface modifier does not know which side to show, so it descides to show the wrong side ;) Hmm, even 3dsmax is not perfect.

By the way: I have applied a faceted material to the head. You can see the setting in the second pic above.

Why faceted? Just for fun ;) - Nooo. Its because you can find out quickly where you have to move some vertices again.

The last pic shows the wireframe we are working on.

14. Ok. Its time to model the nose. Guess what we have to do now :)

Go to your perspective-viewport, activate 3dsnap, Select "create line" and create a line like shown in the first pic below: After that, deactivate 3dsnap, click the "refine-button" and refine the just created line 4 times like shown in the second pic below. Then go to your right and front viewport and move the vertices like shown in the last 2pics below.

Click to enlarge

15. Activate 3dsnap again, in your perspective-viewport, create a few more lines (the "create-line-button"), After that refine them and move the vertices (I think I don not have to explain every step by now, as it is always the same - you just need to know: 3dsnap-endpoint, "create-line", "refine", thats it) - so look at the pics to see what to do. And always select the just created vertices, right-click and apply smooth!!

16. Time for some refinement:

In the last pic I have just added two more vertices and have created 2 lines. I am sure you know what to do by now.

Click to enlarge !

17. When you now apply the surface-modifier you should see something like the pic below. I am sure you have to move a lot of vertices again, apply smooth, or bezier-corner (you know - just select the vertex-right click). The better you work it out now, the better will look the final result. Alright look at the pics below to see what to do:

18. Alright, that should be enough. Hope it was not that difficult, If you have any problems, you can either contact me over shoutbox, or by personal message. Please do not write any e-mails, as I get tons of mails every day, and I cannot answer all of them.

21.01.2003 - Download Face-half.max !!!
27.06.2003 - Part IV Released - F.A.Q.

Best whishes, till next time.
Eumel.

Part I - Part II - Part III - Part IV (F.A.Q.)

Author Info:
Name:Gregor Hochleitner (Eumel3d)
E-mail:eumel3d@3dkingdom.org
Web site:http://www.3dkingdom.org
Edited by:Emir Pilavdzic (PiLe)

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