Thursday, December 2, 2010

Modeling With 3D Max





making of classical girl

Introduction

This model cost me a long time. I try my best to make it perfectly, so sometimes I change the superciliary arches prominent, sometimes I choose to have the eye lids inward or outward, sometimes I have to check the cheek bone to make it proper and sometimes I have to better the musculus orbicularis oris shape, the nose shape, and so on. I always make best efforts to make the structure clear and challenge my limits to making the oriental beauty. Then make a good balance between the structure and the appearance. With the processing going on, I find many things must be discarded. If you make it to be a muscle beauty, maybe it is not beautiful, or the beauty is not unpretentious oriental beauty that what I want to express.

I have made models for years, and spend much time in drawing as well. Therefore, I have the most confidence in the structure. I realized that to make a muscle man or woman is not too difficult, but if you want to express a kind of feeling not to show a kind of skill, you have to consider so much else. I know in this part I still have so much to improve, but I will try my best.
 
I am glad share with you the difficulties and the feelings arising during the making process, if this Making of can give you some help, I will be very joyful.

Welcome your e-mails to discuss every aspects of CG, and I hope I can grow with you on the road of making CG together.



The Process of Beauty Making

The first step, making out the outline Do not consider the five specific organs .the most important is grasping the roles’ features, such as the face shape, the shapes of five organs.


Tip 1: For example, when we enjoy a picture drawn by a great muster from distance, we also can be attracted though we cannot see the details. The nearer we close to it, the more details we can see., then the picture be more attractive. So is model-making. The model should be thought good even it seen from distance. Do not pay much attention to the details at first; the most important is considering it as a whole, and then add the details during the process. What the outline is and how to grasp the outline may be two key points. You can imagine that, you can recognize your friends from distance that moment you meet him far away, although you cannot see his appearance clearly. In a similar way, you can imagine your model covered by a cloth. That is my way .If you do like that, you can save two thirds or more time to finish a model. Because most of people think more about the details at first, without considering the outline of the model, they would get lost by the process proceeding, as the lines will become more and more and it is hard to better it.  

Tip 2: We cannot ignore the wiring when come to the making model. In the beginning, we would spend much time in wiring. In order to reserve more time to molding, we should find an our own way which can finish wiring most rapidly, not just finish wiring at random, so that we can save a lot of time. My way is writing down the time of your every wiring, the tool you used and their order.

Step 2   the modifying and in-depth wiring. The focus here is wiring reasonably.


Tips:  Put your design aside, or scanning on the computer and you use ACDSEE to open it when you want a reference. We should not import pictures dimensional software to "descript" a model, unless you have to do an industrial model be exactly like, or else such a description is of little benefit for fostering the ability to grasping the form. From the first day, I insist on form the ability to grasp the form, then when I do mechanical model, I also insisted on that. Finally, import the picture into MAYA, I found no errors here. It built firm confidence in me. I hope you will persist in doing like that. This will very beneficial for you. If you do not rest assured that, you will import the pictures into three-dimensional software and check it after you finished the model.




Step 3: To go in deep into the details integrally


Tips:  The way that understand the objects in the form of converting the surface into block can be used to eye survey the body whether meets the standard or not. As long as there are ways, all of us can make a very good model. (The premise, of course, Is a certain understanding of human knowledge.), for example: As we all know, can imagine the nose into a trapezoid, cheekbones and jaw can form a trapezoid, the first of the two side of the egg shape, which block surface is summed up by our predecessors. We should try to sum up such laws during the process we do a model by ourselves.
Step 4   The process of describing the five sense organs



Main points:

1. Eyes: It is in particular point out that the upper eyelids contain the lower eyelids. Many people do not consider such a relationship; Therefore, The eyes of the model are seemed not vivid.

2. Nose: The nose is rotated into, rather than direct into .When making, a lot of people do not pay attention to the nose, in fact, there is a lot of structures.

3. Mouth: The relationship between the upper and lower lips is also containing and being contained. Upper and lower lips rotate when it is to enter the mouth.





Step 5    Add eyeballs to the eyes. Why I do the double-eye I believe we all know, so I do not go into details here.


Step 6 - This step is very important. To add the eye lashes and the lachrymals gland. We often see a lot of CG masters make their characters vivid. The key is to produce a single model of the lachrymals gland alone, and then adjust Tears into the material. If you are not aware of this issue normally, I hope that this step will give you some small tips.


Step 7     Together with the eyes, eyelashes, the lachrymals, teeth, ear rings then look at the results and make appropriate adjustments.

 
Step 8 - This step is making the hair. Once I was asked how to produce the hair, I use NURBS, mainly on two LOFT curve of a surface, do not delete history records. In that case, you can amend it just by controlling the curve directly. If you want to make the effect of the wind, or want to control it as a whole, plus a fine mesh to control the curve. Using this method is very easy to adjust.



Step 9     Add the hair and then make the clothes and the fan. It is easy to finish.





Step 10     Finally, add lighting. Lighting can be in accordance with our interests, and then use the FG of MR to render. This is the effect of rendering.(I have got her clothes changed)


Finally, coming to map drawing, I have drowned hair, eyes, the color mapping, bump mapping, high-optical mapping, reflect-mapping.  The skin is the SSS skin texture. Many people have talked about 3S material adjustment method before that I do not repeat it. Due to limited space, this time we just mainly talked about the model making. In the future we will have more opportunities to explore the material, lighting and rendering production together.

For the time being, the course comes to here, thank you all!

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