3D Kingdom Team member Eumel3D has wrote this excellent 3D Studio Max tutorial for The Character Studio. In this part, you will learn how to model low-poly Lara Croft from well known game and the movie - Tomb Raider...
The Character Studio
Hey there, Its been a while since my last real tutorial. Therefore I wanted to make something special. Lots of people asked me how to handle the character-studio, but there were also lots of questions about low-poly characters, so I decided to make two tutorials in one ;-) In this tutorial I am going to explain how to model a low-poly Lara Croft out of a box. Second step will show you how to texture the character. That tutorial will be mainly a photoshop tutorial. In the last tutorial you will learn how to create a biped model, how to attach it to the low-poly-character, how to handle problems (which will definitly occur ;) ), and how to animate it. At the end we are going to create a small avi-clip, to see if the biped-model fits our Lara-model. You can download the final animation by clicking here! All three tutorials are for n00bies ;) So this time the Character-Studio tutorial will show you just the basics, means: how to work with the modifier PHYSIQUE and how to load a .bip file. You will not learn anything about footstep mode, motion flow, crowds,... (thats gonna be a seperate tutorial) So far so good, lets start: 1. First of all: Load or reset 3D Studio Max. As we are going to box-model our character, we gonna start with a box ;) Create one in your front viewport (lenght = 10, width = 10, height = 20, lenght segs = 1, height segs = 1) Alright, your perspective-viewport should show something like the pic above. By the way: we only create one half of the character; at the end we weld the two halfs together ;)
Alright, we now have a basic poly-model. In the next few steps we are going to create one foot out of it. For that we are going to use: Create line, Cut, Extrude, Bevel. (and some other stuffs which are not that important right now.) Ok. We are going to start at the bottom and will work our way through to the top.
When selected sroll down, find the extrude field and extrude that polygon about 15 units. Then enter "-2" in the outline field and press enter. The poly should now be a bit smaller than the original. Last step is to change to your front-viewport and move the just extruded poly a few units down. (last pic on the bottom shows the final result)
When done scale the selected vertices in your front viewport (I scaled them 125 125 100 (you can see those values below the perspective-viewport. If you scale the vertices, those numbers should change) - look at the pics on the right - click to enlarge)
After that, change to your topviewport, select the vertices shown below on the left and scale them 75 75 100 as on pic on the right (click to enlarge) 5. Activate polygon in the modify menu, change to your perspective viewport, select the top-poly and extrude it 4 units (like in step 4) Activate non - uniform - scale and enter manually the values x = 70, y = 60, z = 100 (look at the hint in step 4)
Now change to your left viewport select the vertices shown on the right and move them slightly inwards
6. Change back to polygon-mode, select the top-poly and extrude it 12 units. Activate non - uniform - scale and enter manually the values x = 170, y = 100, z = 100 After that, change to your front-viewport and move the selected poly a bit to the right.
Now change to your left-viewport and activate the vertex-mode, select the shown vertices and move them a few units to the left.
Hint: By pressing the crt-button you can select multiple vertices - first select the upper ones, when done press the crt button and select the lower ones 7. Okay, we have finished the basic boot-model, now we have to refine it a bit: Therefore, activate theedge-mode (very important!!) in the modify menu, then scroll down till you find the cut-button - click it. Now, in your perspective viewport make a cut as shown below!
Make a second cut on the backside of the boot. When done, change to vertex-mode and move the 2 new upper vertices so that the top of the boot represents a "circle".
Hint: select the vertex you want to move in your perspective-viewport, then change to your top-viewport and move it - this avoids that you select some backfacing vertices. 8. Change to polygon-mode, select the top-polygon and extrude it -0,5 units, then enter -0,5 in the outline field and press Enter. You have now created a poly which is a bit smaller than the original one and which is inside our boot.
When you have done everything the right way you should have one boot from our low-poly-Lara right now. Congratulations. On the next side we gonna create her torso. Alright, creating the boot was not that difficult. But that should change right now. As creating the torso forces lots of vertex-movement which is really hard to explain, you will have to try around a bit till you find the right positions. I have added lots of screenshots which should help. If you still have troubles to follow the commands, just write me a pm or try to reach me over mail or msn. 1. Now, in the first part we have created the boot from our Lara, its now time to create her foot: Therefore: go to polygon-mode select the last created polygon, search the extrude-field and enter a value of about 75. When done, change to your front-viewport and move it a few steps to the right. Last step is, to scale it (change back to uniform-sale). (x=160 y=160 z=160)
2. Change to edge-mode, find the Slice-Plane-button and click it. A yellow plane should appear. With that plane it is possible to refine our foot. As it is not in the right position we have to rotate it a bit. Go to your left viewport and rotate it 90°, then change to your front-viewport and rotate it about 15° and move it till it is on the same position as it is on the picture on the right. When done, click the slice button.
You have to do that 4 times so move your plane upwards and click the slice-button again. The picture below shows you the positions where you have to slice. When done change to vertex-mode and move the new created vertices as shown on the right. It hard to explain, just play around till it looks good. (first you have to move them in your front-viewport, then in your left-viewport) - click the pic to enlarge. 3. Change back to poly-mode and select the upper poly. Extrude it 17 units.
Move the vertices in your top-viewport - the red thing is the position of the vertices after the extrusion, the green thing is the position we want to have. In your front-viewport, move the green-marked vertices a few units down.
4. In the next step we want to create her belly. For that we have to extrude the top-poly 4 times. Change to poly-mode, select the top-poly and extrude it 8 units. (type "8" in the extursion-field and press Enter), Then type 6 and press enter, then type 6 and press enter, at last, type 7 and press enter. You should now have a model like shown on the right. When done change to vertex-mode and move he new created vertices like shown.
Attention: You also have to move the vertices from the back - so make sure that you select every vertex (especially when working in the front-viewport) - first check the perspective-viewport if you have selected all the vertices you want to move!! 5. Change to poly-mode and extrude the top-poly 13 units, after that extrude it again 6 units, and a last time 3 units. Change to vertex-mode and move the vertices as shown below
Change to poly-mode and select all the polygons shown on the right (9 polys) (by pressing the ctr-button you can select multiple polygons). Extrude them 10 units (second pic). Go to vertex mode and re-position the new vertices like shown in the last pic on the right. (click to enlarge! The red dots show the position of the vertices after the extrusion, the arrows show you where you have to place them. I know it is a bit complicated ;) )
Change to polygon-mode and select the top poly, extrude it 5 units. After that change to vertex-mode, go to your front-viewport and move the 4 left vertices slightly to the right. (you can only see 2 vertices in your front viewport - the others are backfacing!! - I have explained that before - check your perspective-viewport if you have selected all vertices you want to move!!); then go to your left-viewport and move them as shown. (click to enlarge)
Go to Edit - Clone. Select "Copy" in the pop-up menu and press ok. You have now 2 halfs which are exactly on the same position, means: that you can still ony see one object. With your perspective-viewport activated and one half selected, go to "tools" - "mirror" and click ok. All you have to do now, is to move the mirrored half in the right postition.
If you have done everyting the right way, you should see something like the pic above - Congratulations!! On the next part, we are going to create her tits, her arms and her basic head... Alright, if you have cloned our half of the model, you can delete it again ;) It just showed you how the model is going to look like. You can clone and mirror the model whenever you want but it is easier to work on one half when you do not see any other confusing objects. So far so good, lets start to model her tits ;) 1. Creating her breast is not that difficult. Change to polygon-mode and select the 2 polys shown on the right, extrude them 9 units (as Lara is famous with her big tits ;) ). Next, change to edge-mode, click the cut-button (like we did when we refined the boot in part 1) and refine the model like shown on the right. (the red lines are the ones you have to create, the numbers show you in which order you have to create them) - It can happen that there suddenly appear some strange lines when you refine the model. If that happens, click the "undo"-button and try to create the line from the opposite direction.
2. Well, hmm the next step is really hard. You have to move all the new created vertices so that they form a good looking breast. There is nothing I can explain here, cause everyone knows how a breast should look like. I have added 2 screenshots which should help a lot (in the first screenshot, the yellow shape is the breast after the extrusion, the black mesh is the breast after the vertex movement, the second screenshot shows you the final result). Just try to form a ball. The easiest way is, if you start in your left-viewport, and than change to your front-viewport. It could also be usefull if you clone and mirror the half sometimes so that you can see how the final result will look like. 3. Very, good :) In the next few steps we are going to create her arm. Therefore, activate vertex-mode, go to your left-viewport and move the 3 vertices shown on the right so that they are placed exactly in the middle. (green=vertices before the movement, red=vertices after the movement). When done move the 4 vertices like shown in the second pic.
Now change to your front viewport and move the 2 shown vertices to the right. When done, change to poly-mode and select the 2 shown polys. Extrude them 10 units.
4. When you have extruded the 2 polys, change to your left viewport and move them slighty to the right. (you know how a body looks like ;) ) Now change to your front-viewport and move the poly like shown in the second pic. Last step is to rotate the poly about 35° and scale it (70,70,70) (click the last pic to enlarge) 5. Ok, when we now look at our model we recognize that the shoulders are too small. (I am sorry for that but I am modelling the whole stuff while writing this tutorial and I do not want to write the whole stuff again ;) hope you understand that.) - Alright, change to vertex-mode select the shown vertices in your front-viewport and move them to the left, till the shoulder looks better. Change back to poly-mode select the 2 last created polys and extrude them 5 times: 5, 15, 5, 5, 5.
6. Next step is again, a bit tricky, but I am sure you will get it. Again, we have to move the vertices so that, the just extruded polys look like a arm. Look at the 2 big screenshots (click to enlarge) - This time the best thing to do will be when you start in your front-viewport. - All you have to do, is to scale and move the vertices. (Attention: but be aware that you just select the vertices you want to move!!!!!) 7. Now we have to make a cut like shown on the right. Go to your front viewport, activate edge-mode and click the cut-button.
Attention: before we start with the head, you should check your whole character if the vertices are in the right position. Rotate the model in your perspective-viewport, make a copy (you can also make a reference) and mirror it, place a light or whatever, just to see if there is anything strange. You should really take the time to tweak around a bit, especially her breast and the arm. You can also render the scene to see if there is something wrong... 8. The Head: Change to vertex-mode; in your perspective-viewport select the vertex shown on the right, change to top-viewport and move it till it is on the same position as the vertex which is on the right side of this vertex. When done select the 2 vertices which are on the same position right now, search the weld-selected-buttton in the modify menu and click it. If you get a message "no weldable vertices within treshhold" you have done something wrong. If you do not get a message, everything is alright. You can check if 3dsmax weld the vertices together by looking in the selection-menu. There should stand something like "vertex 122 selected". Very good.
9. Change to poly-mode and select the top-poly, extrude it 2 units. When done, in vertex-mode, move the vertices like shown. (thats gonna be her chin) - click to enlarge. 10. Guess what comes next ;) Change to poly-mode and select the top-poly, extrude it 10 units. When done, move it so that it is exactly above the previous polygon.In vertex-mode, move the vertices like shown. (thats gonna be her face) - click to enlarge. 11. And for a last time: Change to poly-mode and select the top-poly, extrude it 9 units. When done, move it so that it is exactly above the previous polygon.In vertex-mode, move the vertices like shown. - click to enlarge. 12. When you now, copy and mirror the half you should see something like the pic on the right. Congratulations ;)
In the next part, we are going to work on some details and her hair. (that's not too complicated ;) )
1. Alright, we gonna start with the easier part: the details: If you have cloned and mirrored our half, delete it. When done, activate edge-mode, go to your perspective viewport , and make 2 cuts like shown on the right. With that 2 cuts we can form her ass ;) (in fact, it is only one cut, but as it is easier to do it in 2 steps...).
2. Change to vertex mode and move the new created vertices, so that they form a good looking ass ;) (click on pic to enlarge) Note: I think that by now I do not have to explain every step, you should know how to move the vertices. 3. Go to poly-mode and select the 2 shown polys; extrude them about 2 units (it does not matter how much you extrude them cause we have to move all the vertices so that they form a straight vertical line. That is very important when we want to weld the 2 halfs together lateron. First of all, move the upper vertices so that they are exactly above the nearest vertices on their left. - Weld them together (we did that once beforee). When done move the other vertices.
4. Creating the weapon holster: Change to edge mode and make 2 cuts like shown on the right. Change to poly mode select the 2 polys and extrude them 5 units Change to vertex-mode and move the new created vertices. 5. Creating the thumb: Change to poly mode select the poly and extrude it 5 units Change to vertex-mode and move the new created vertices. (click on pic to enlarge) 6. Creating the bag: Change to poly mode select the 2 polys and extrude them 2 times 3 units Change to vertex-mode and move the new created vertices. (click on pic to enlarge) 7. Creating her face: Change to edge-mode and make 3 cuts. Make another cut (it doesn't have to be exactly in the same position as on the pic as you can move the vertices lateron) Go to vertex-mode, in your left-viewport move the vertex which represents the nose a few units to the right.
8. Now comes the trickiest part of this tutorial: her hair. Change to edge-mode and make 2 cuts. After that, change to poly-mode and select the shown polys. Extrude them 2 units. 9. Make a cut like on the first pic. Select the shown polys and extrude them 3 units. When done, change to vertex mode and move the vertices as shown. (click on pic to enlarge). btw.: good luck ;) 10. Select the shown polys and extrude them 3 units. When done, change to vertex mode and move the vertices as shown. (click on pic to enlarge). btw.: good luck ;) 11. Select the shown poly and extrude it 3 units. When done, change to vertex mode and move the vertices as shown. (click on pic to enlarge). btw.: good luck ;) 12. When you have managed to make the hair so far, the next few steps are easy to handle. You have to extrude the last created poly, then change the vertices-positions and extrude the new poly again. The pic on the right shows the final result. All in all you have to extrude the poly 9 times. 13. That's it, you have successfully finished the modeling tutorial. All you have to do now is, to delete all the polys shown on the right (in the popup just click ok), when done, copy and mirror the half and place it exactly where it should be ;). When done search the attach-button and attach the second half. Now select all the vertices shown on the right and press the "weld-selected"-button. (change the value to ~3, not more, to be sure that you weld all vertices) Congratulations!!
In the case you experienced some problems and you were unable to solove them by yourself, feel free to DOWNLOAD my finished Lara-Croft-Model (3D Studio Max format)! This tutorial was written by 3DK Team member Eumel3d If you have any questions, feel free to send private message to Eumel3d or send him an e-mail to eumel3d@NOSPAM3dkingdom.org (Please remove NOSPAM)) If you want to share your progress and/or ask some questions, use this special forum thread! This part or any other parts of 3D Kingdom is not supported, endorsed or connected in any way to Core Design Limeted or Paramount Pictures. "Tomb Raider" and "Lara Croft" are trademarks of Core Design Limited. All intelectuall property on this page is the property of 3D Kingdom.org and may not be copied or reproduced in any way. By copying the intellectual property on this site, you're automatically signing a binding contract and agreeing to pay 3D Kingdom.org $15,000 immediately. All content of 3D Kingdom is © either by 3D Kingdom.org or it's members. Edited by PiLe |



Therefore: activate the polygon-mode in your modify-menu and select the front polygon (pic on the right). To see the selected polygon as a full red one (like on the right) press the "F2"-button on your keyboard.
Hint: By pressing the "F2" button the selected polygon will be shown faceted but only in the activated viewport. So if you want to see that effect in all 4 viewports you will have to press 4 times the "F2"-button (in every view).
Now activat























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