URGENT Translation required (Spanish to English)

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C4

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MEGA REP to anyone who can translate this tutorial into English;

It's by BCa/S project which should be submitted within a week, I have been working everyday and this modeling tutorial is very helpful, it has screenshots and all in all put together perfectly, but the only problem is the language barrier, any help would be GREATLY appreciated.


Tutorial 3 - Modelagem Básica para uma Cabeça Cartoon - Parte I

Nível: intermediário
Técnica: poly by poly modelling (CPS + MJPolyTools)
Software: Maya (aplica-se também ao Max, Lightwave, XSI e outros, desde que possuam bons recursos de modelagem poligonal)

Copyright Krishnamurti Martins Costa. 2003.

Este tutorial destina-se preferencialmente à usuários que já possuam boa experiência em modelagem poligonal.

Estarei usando a técnica de modelagem poligonal onde construirei a cabeça do personagem polígono por polígono. Neste tutorial, estarei utilizando o software Maya, mas qualquer outro programa poderá ser utilizado desde que você já esteja bem familiarizado com as ferramentas de modelagem poligonal dele. A malha foi construída com 100% de polígonos quad e a ênfase foi dada no correto fluxo dos loops. Trata-se da utilização do conceito que pode (e deve) ser adaptado para as necessidades de deformação do seu próprio personagem. Após este tutorial e a orelha, já disponível, postarei a segunda parte, explicando como fazer a "solda" da orelha na cabeça, mantendo o fluxo dos loops e malha 100% quad.

1. Começaremos com a construção de um único polígono:



Tutorial 3 - Modelagem Básica para uma Cabeça Cartoon - Parte I

Nível: intermediário
Técnica: poly by poly modelling (CPS + MJPolyTools)
Software: Maya (aplica-se também ao Max, Lightwave, XSI e outros, desde que possuam bons recursos de modelagem poligonal)

Copyright Krishnamurti Martins Costa. 2003.

Este tutorial destina-se preferencialmente à usuários que já possuam boa experiência em modelagem poligonal.

Estarei usando a técnica de modelagem poligonal onde construirei a cabeça do personagem polígono por polígono. Neste tutorial, estarei utilizando o software Maya, mas qualquer outro programa poderá ser utilizado desde que você já esteja bem familiarizado com as ferramentas de modelagem poligonal dele. A malha foi construída com 100% de polígonos quad e a ênfase foi dada no correto fluxo dos loops. Trata-se da utilização do conceito que pode (e deve) ser adaptado para as necessidades de deformação do seu próprio personagem. Após este tutorial e a orelha, já disponível, postarei a segunda parte, explicando como fazer a "solda" da orelha na cabeça, mantendo o fluxo dos loops e malha 100% quad.

1. Começaremos com a construção de um único polígono:

2. Utilize agora a ferramenta append do maya (create polygon no max):

3/4. Construa o loop do olho esquerdo:

5. Modifique até que o formato esteja de acordo:

6. Usando o mesmo procedimento, expanda os polígonos gerando mais um meio loop que terminará no nariz (centro):

7. Usuários de Maya: a qualquer momento, deletem o history para limpar a memória, tornando a modelagem sempre rápida:

8. Mais dois níveis de loop construídos. Observe que a região do nariz já está sendo preparada:

9. Usando o mesmo procedimento, comece os loops da boca do personagem, emendados nos loops do olho:

10. Aqui, nós mudaremos o fluxo do loop para a direção da "linha de expressão do sorriso" que sai do canto do nariz em direção aos cantos da boca. Utilize split no Maya ou cut no Max:

11. Continue a modelagem acertando sempre as faces para que elas tenham sempre 4 lados (quad). Utilize para isso o Cut, merge vertex, connect etc:

12. Adicione a linha inferior do nariz, formando um triângulo no final. Logo em seguida, corte novamente até que o corte atinja este triângulo bem no centro de seu edge, formando assim um novo quad:

13. Continue a construção dos polys até que você tenha o formato do rosto bem definido:

14. Começaremos a modelagem do nariz, bastando para isso puxarmos alguns vértices:

15. Adicione uma esfera, que servirá como referência do olho do seu personagem:

16. Mova os edges/vértices internos do loop do olho até que ele se aproxime das faces dessa esfera. Será o contato da pálpebra com o olho:

17. Selecione o ring de edges como na figura abaixo e use o connect para adicionar um novo loop interno:

18. Mova os vértices um pouco à frente para suavizar esta região:

19. Extrude os edges mais internos do olho...

20. ... até que eles tenham esta forma interna:

21. Primeiro teste de subdivisão:

22. Continue a modelagem procurando a forma correta da anatomia da cabeça, ou seja, mais arredondada. Deixe os edges mais externos do rosto completamente "retos" no eixo Z, como se você estivesse construindo uma máscara:

23. Extrude 2 vezes esses edges em direção à nuca:

24. A partir daqui, utilizarei o CPS, script com as mesmas funções do NURMS e Symmetry do Max. Continue a modelagem do rosto até...

25. ... estar satisfeito com as formas:

26. Usando o mesmo método do nariz, adicione os vincos das pálpebras superiores e inferiores, assim (sempre um quad no final):

27. Eis o aspecto geral:

28. Continue modelando sua malha e melhorando sempre o fluxo dos loops (polígonos com baixa angulação entre si):

29. Faremos as narinas selecionando as duas faces inferiores do nariz...

30. ... e utilizando extrude 2 vezes:

31. Faremos o "filtro", essa covinha que temos entre a boca e o nariz cortando a malha dessa forma (reparem que somente quads foram adicionados):

32. Ajuste os vértices para um melhor fluxo:

33. Continue extrudando os edges da cabeça em direção a nuca, enquanto você procura as formas da cabeça:

34. Visão da nuca:

35. Extrude os edges novamente, mas em direção ao centro:

36. Para fechar a nuca, construa da maneira que você achar melhor (extrude, create poly etc) os polígonos até a região central, como indicado abaixo:

37. Eis a versão final após a sintonia fina na malha. Loops principais, malha limpa e all quad:

Este tutorial destina-se preferencialmente à usuários que já possuam boa experiência em modelagem poligonal.

Nessa última parte, você aprenderá como conectar a orelha na cabeça do seu personagem sem que se perca o fluxo de loops e mantendo a malha all quad.

Em primeiro lugar gostaria de enfatizar o planejamento da modelagem visando a facilidade da conexão entre essas duas peças construídas separadamente. Os mais observadores ou aqueles que seguiram fielmente a modelagem da orelha, devem ter notado que as bordas da orelha ficaram com exatos 16 edges, preparados para a conexão posterior com a cabeça. Outros poderão verificar que eu preparei 4 faces nas laterias da cabeça, na exata posição das orelhas. Vejamos então como conectar as duas peças da maneira correta:
1. Corte as 4 faces da lateral da cabeça como mostrado abaixo, sempre mantendo os polígonos com 4 lados:

2. Delete as faces centrais recém criadas como indicado abaixo:

3. Importe a orelha na cena da cabeça, posicionando-a no centro das faces recém cortadas, como na figura abaixo:

4. Quando posicionar a orelha, cuide para que ela possua uma pequena inclinação em relação a malha da cabeça, como na figura abaixo:

5. Perceba que a tarefa é unirmos 8 vértices da malha da cabeça aos 16 vértices da malha da orelha. Mova os vértices de ambas as malhas para que um a cada dois vértices fiquem alinhados entre si, como demonstrado abaixo:

6. Combine as duas partes (attach, no max):

7. Vamos selecionar os vértices que acabamos de posicionar, 2 a 2, e utilizar o Merge Vertices:


8. A dica para agilizar o processo no maya é manter aberta a janela de opções do Merge Vertices, selecionar os vértices 2 a 2 e, sem fechar a janela ir clicando em Apply para cada conjunto:

9. Aqui vemos o resultado do processo anterior. Note que ainda temos 8 edges/vértices "órfãos":

10. Corte a malha partindo desses vértices órfãos...

11. ... e seguindo o caminho dos loops, continue cortando até encontrar a metade da malha (borda)...

12. ... e o canto do olho, como indicado abaixo:

13. Usando o que já foi aprendido até aqui, mova os vértices da cabeça até eles possuírem uma disposição semelhante a da figura abaixo. Note luxo dos loops, bastando para isso redistribuirmos os vértices para que eles possuam uma disposição bem homogênea e suave, com a mínima angulação possível entre os edges:

14. Aqui a versão subdividida lateral:

15. Aqui a versão low-poly frontal...

16. ... e a mesma malha subdividida duas vezes:

17. A emenda da orelha mostrada em close. Flow de loops bastante suave e malha all quad:

18. Uma versão shade do modelo "final":

19. Um close em modo shade da orelha que acabamos de "soldar" na cabeça do personagem:

I said it once, and I'm going to say this again MEGA REP

Also if you could be quick and accurate enough, I'd really appreciate it
 

the dark knight

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hooooooooly shit, i wouldn't translate all of that if i spoke the language fluently. try google's language tools...
 

C4

Guest
That's what I was looking for; someone to use a program or something to translate this paragraphs into English. I don't know how to use Google's translation tools... uhh yeah.. :(
 

rosewt01

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I couldn't use any, it didn't come out right.

Came out like this

Tutorial 3 - Modeling Basic uma Cabeça Cartoon - Part I

Level: intermediary
Technique: poly modelling by poly (PSC + MJPolyTools)
Software: Maya (application is also ao Max, Lightwave, XSI e outros, since possuam bons resources polygonal modeling)

Copyright Krishnamurti Martins Costa. 2003.

This tutorial is aimed at users who already preferentially possuam boa experiência em polygonal modeling.

Estarei using polygonal modeling technique where construirei cabeça to do personagem Polygon Polygon. Neste tutorial, estarei using Maya or software, but any outro program could be used since você esteja already well familiar with as ferramentas of polygonal modeling give. A Malha was built with 100% of polygons quad ea ênfase was not given correct fluxo two loops. Trafficking occurs utilização-concept that can (and must) be adjusted to as necessidades of deformação do seu próprio personagem. After this tutorial ea orelha, already available, postarei to part two, explaining how fazer to "soldiers" da na orelha cabeça, mantendo fluxo or two loops and Malha 100% quad.

1. Com começa to construction of a single estate:

2. Use agora to append ferramenta do Maya (not create polygon max):

3 / 4. Build or loop do olho esquerdo:

5. Setting up or that format of esteja agreed:

6. Using the same procedure or, expand polygons gerando os mais um meio loop ending no nose (center):

7. Users of Maya: any time, or history for deletem limpar to memory, making a rapid modeling sempre:

8. But two níveis loop constructed. Note that region to do nose is already being prepared:

9. Using the same procedure or, comece loops gives you mouth do personagem, Emend we do olho loops:

10. Here, we moved or fluxo do a loop to give direção "linha de expressão do sorriso" sai do do nose em singing songs direção aos da mouth. Use split not cut or not Maya Hi:

11. Continue to modeling ACERT as always faces to elas tenham sides sempre 4 (quad). Use to Cut or isso, merge vertex, connect etc.:

12. Add to do linha lower nose, forming a triângulo not final. Logo em followed that up novamente court or this court atinja triângulo bem not center your edge, thus forming a new quad:

13. Continue to construction until two polys that você tenha format or do rosto well defined:

14. Começa to do modeling nose, bastando isso puxarmos for some vertices:

15. Add one area, which will serve as reference do olho do seu personagem:

16. Move edges os / vertex internal loop do olho do that until ele approaching das faces dessa area. It will be given pálpebra com or contact or olho:

17. Select or ring from edges as contained na abaixo and use or connect to add a new internal loop:

18. Move a little to you vertices front to soften this region:

19. Extruded edges but internally you do olho ...

20. ... until that eels tenham this internally:

21. First test of subdivisão:

22. Continue to modeling trying to form correta da da cabeça anatomy, or seja, but Arredondo. Deixa edges but you do rosto completely external "challenges" not eixo Z, as você estivesse construindo uma mask:

23. Extruded 2 times esses edges em direção à nape:

24. Starting daqui, utilizarei or PSC script com as mesmas funções do NURMS Symmetry and do Max. Continue to do modeling rosto until ...

25. ... com as being satisfeito ways:

26. Using the same method or do nose, you add Vince das pálpebras upper and lower, assim (always a quad no final):

27. Eis or aspect Geral:

28. Continue modeling sua Malha and melhorando sempre fluxo or two loops (sites with low angulação one another):

29. Narinas selection as far as two faces do lower nose ...

30. ... and using extruded 2 times:

31. Farid or "filter", essa covinha who fear among eo nose to mouth cutting Malha dessa form (reparem somente that quads were added):

32. Adjust os para um melhor fluxo vertices:

33. Continue extruded edges gives you cabeça em direção a neck, while você seeks ways as da cabeça:

34. Visão da neck:

35. Os novamente extruded edges, but em direção ao center:

36. To date to neck, construct that gives maneira você Achara melhor (extruded, create poly etc.) you polygons até a central region, as indicated abaixo:

37. Eis a versão após a final fine-tuning na Malha. Loops main, Malha limp and all quad:

This tutorial is aimed at users who already preferentially possuam boa experiência em polygonal modeling.

Nessa last part, você learn how to connect orelha na cabeça do seu personagem week that perch or fluxo of loops and mantendo to Malha all quad.

In the first place gostaria of stress or planejamento gives modeling aiming to give facilidade connection between two essas peças built separately. Os mais observers or those who faithfully to seguiram modeling gives orelha, devem b noticed that as bordas gives orelha ficaram com Exatas 16 edges, ready for connection to com back to cabeça. Outros poderão verify that eu preparei 4 faces nas da laterias cabeça, exata posição na das orelhas. Veja então how to connect the two peças gives maneira correta:
1. Court 4 as side faces da da cabeça as shown abaixo, mantendo sempre com os polygons 4 sides:

2. Delete as faces centrais recém bred abaixo as indicated:

3. Amount to orelha na da cabeça dinner, not center-positioning das faces recém cut, as shown na abaixo:

4. When positioning orelha, take care to draw to own a small inclinação in relation to Malha da cabeça, as contained na abaixo:

5. Barnacles that is to join tarefa 8 vertex Malha da da da cabeça aos 16 vertices Malha da orelha. Move os vertices of both as Malha for every two vertices um fiquem alinhados one another, as shown abaixo:

6. Combine the two parties (attach no max):

7. We select vertices you just position, 2 to 2, and use or Merge Vertices:


8. A dica to expedite the process is not Mayan manter aberta to janela of opções do Merge Vertices, you select vertices 2 to 2 and, to date week janela em go clicking Apply for each set:

9. Here we see or do processo previous result. Note that still temos 8 edges / corners "órfãos":

10. Court to Malha partindo desses vertices órfãos ...

11. ... e seguindo caminho or two loops, continue cutting until finding metade da Malha (overboard) ...

12. ... and singing or do olho, as indicated abaixo:

13. Using or já was learned that up here, you mova vertices cabeça gives up eels possuírem uma disposição semelhante to figure gives abaixo. Note luxo two loops, bastando isso redistribuirmos for you to vertices eels possuam uma bem homogênea and gentle disposition, with its minimum angulação possible between the edges:

14. Here a versão subdivided side:

15. Here a versão low-poly front ...

16. ... and a mesma Malha subdivided two times:

17. To emend gives orelha shown em close. Flow of loops quite soft and Malha all quad:

18. Uma versăo shade do model "end":

19. Um so close in shade gives orelha just "welding" na cabeça do personagem:
 

C4

Guest
Damn, I really need this in English within 24 hours... :(

Alright, anyone got some translation programs or something other than Google that can translate long paragraphs from Spanish to English?

What the hell do you Germans use for translation? :g:
 

Dylanfsd

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Tutorial 3 - Basic modeling for a Cartoon Head - Part I Level: intermediary Technique: poly by poly modelling (CPS + MJPolyTools) Software: Maya (it is also applied to the Max, Lightwave, XSI and others, since that they possess good resources of polygon modeling) Copyright Krishnamurti Martins Coast. 2003. This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. I will be using the technique of polygon modeling where I will construct to the head of the personage polygon for polygon. In this tutorial one, I will be using Maya software, but any another program could be used since that you already well are made familiar to the tools of polygon modeling of it. The mesh was constructed with 100% of polygons quad and the emphasis was given in the correct flow of loops. One is about the use of the concept that can (and it must) be adapted for the necessities of deformation of its proper personage. After this tutorial and ear, already available, I dispatched by post the second part, explaining as to make " solda" of the ear in the head, keeping the flow of loops and threshes 100% quad. 1. We will start with the construction of an only polygon: Tutorial 3 - Basic modeling for a Cartoon Head - Part I Level: intermediary Technique: poly by poly modelling (CPS + MJPolyTools) Software: Maya (it is also applied to the Max, Lightwave, XSI and others, since that they possess good resources of polygon modeling) Copyright Krishnamurti Martins Coast. 2003. This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. I will be using the technique of polygon modeling where I will construct to the head of the personage polygon for polygon. In this tutorial one, I will be using Maya software, but any another program could be used since that you already well are made familiar to the tools of polygon modeling of it. The mesh was constructed with 100% of polygons quad and the emphasis was given in the correct flow of loops. One is about the use of the concept that can (and it must) be adapted for the necessities of deformation of its proper personage. After this tutorial and ear, already available, I dispatched by post the second part, explaining as to make " solda" of the ear in the head, keeping the flow of loops and threshes 100% quad. 1. We will start with the construction of an only polygon: 2. Append of maya uses the tool now (create polygon in max): 3/4. It constructs the Loop of the left eye: 5. It modifies until the format is in agreement: 6. Using the same procedure, it expands the polygons generating plus a half Loop that will finish in the nose (center): 7. Users of Maya: at any time, they deletem history to always clean the memory, becoming the fast modeling: 8. More two constructed levels of Loop. It observes that the region of the nose already is being prepared: 9. Using the same procedure, loops of the mouth of the personage starts, amended in loops of the eye: 10. Here, we will change the flow of the Loop for the direction of " line of expression of sorriso" that it leaves it I sing of the nose in direction to the cantos of the mouth. It uses split in the Maya or cut in the Max: 11. It always continues the modeling making right the faces so that they always have 4 sides (quad). It uses for this the Cut, merge vertex, connect etc: 12. It adds to the inferior line of the nose, forming a triangle in the end. Immediately afterwards, cut again until the cut reaches this triangle in the center of its well edge, thus forming new quad: 13. It continues the construction of polys until you have the format of the clear-cut face: 14. We will start the modeling of the nose, being enough this to pull some vertices: 15. It adds a sphere, that will serve as reference of the eye of its personage: 16. It moves edges/internal vertices of the Loop of the eye until it if approaches to the faces of this sphere. It will be the contact of the eyelid with the eye: 17. It selects Ring of edges as in the figure below and uses connect to add a new internal Loop: 18. A little to the front moves the vertices to alleviate this region: 19. Extrude edges more internal of the eye… 20. … until they have this internal form: 21. First test of subdivision: 22. The correct form of the anatomy of the head continues the modeling looking for, that is, more rounded off. " completely leaves edges more external of the face; retos" in axle Z, as if you were constructing a mask: 23. Extrude 2 times these edges in direction to the nape of the neck: 24. To break daqui, I will use the CPS, script with the same functions of the NURMS and Symmetry of the Max. It continues the modeling of the face until… 25. … to be satisfied with the forms: 26. Using the same method of the nose, it adds the vincos of superior and inferior eyelids, thus (always one quad in the end): 27. Here it is the general aspect: 28. It always continues shaping its mesh and improving the flow of loops (polygons with low angulação between itself): 29. We will make the nostrils selecting the two inferior faces of the nose… 30. … and using extrude 2 times: 31. We will make " filtro" , this covinha that we have between the mouth and the nose cutting the mesh of this form (repairs that only quads had been added): 32. It has adjusted the vertices for one better flow: 33. The nape of the neck continues extrudando edges of the head in direction, while you search the forms of the head: 34. Vision of the nape of the neck: 35. Extrude edges again, but in direction to the center: 36. To close the nape of the neck, it constructs in the way that you to better find (extrude, create poly etc) the polygons until the central region, as indicated below: 37. Here it is the final version after the fine tunning in the mesh. Loops main, clean mesh and all quad: This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. In this last part, you it will learn as to connect the ear in the head of its personage without if the flow of loops loses and keeping the mesh all quad. In first place the easiness of the connection would like to emphasize the planning of the modeling aiming at enters these separately two constructed parts. The most observing or those that had faithful followed the modeling of the ear, must have noticed that the edges of the ear had been with accurate 16 edges, prepared for the posterior connection with the head. Others will be able to verify that I prepared 4 faces in the laterias of the head, in the accurate position of the ears. Let us see then as to connect the two parts in the correct way: 1. Cut the 4 faces of the lateral of the head as shown below, always keeping the polygons with 4 sides: 2. Delete the faces central offices just created as indicated below: 3. It imports the ear in the scene of the head, locating it in the center of the faces just cut, as in the figure below: 4. When to locate the ear, takes care of so that it possesss a small inclination in relation the mesh of the head, as in the figure below: 5. It perceives that the task is to join 8 vertices of the mesh of the head to the 16 vertices of the mesh of the ear. It moves the vertices of both the meshes so that one to each two vertices are lined up between itself, as demonstrated below: 6. It combines the two parts (attach, in max): 7. We go to select the vertices that we finish to locate, 2 the 2, and to use the Merge Vertices: 8. The tip to speed the process in maya is to keep open the window of options of the Merge Vertices, to select vertices 2 to the 2 e, without closing the window to go clicando in Apply for each set: 9. Here we see the result of the previous process. It notices that still we have 8 edges/vertices " órfãos": 10. Cut the mesh leaving of these vertices orphans… 11. … and following the way of loops, it continues cutting until finding the half of the mesh (edge)… 12. … I sing and it of the eye, as indicated below: 13. Using what already it was learned until here, it moves the vertices of the head until them below to possess a similar disposal of the figure. It notices luxury of loops, being enough this to redistribute the vertices so that they possess a well homogeneous and soft disposal, with the minimum possible angulação between edges: 14. Here the subdivided version lateral: 15. Here the version low-poly frontal… 16. … and the same subdivided mesh two times: 17. The emendation of the ear shown in close. Sufficiently soft Flow of loops and threshes all quad: 18. A version shade of the model " final": 19. One close in way shade of the ear that we finish of " soldar" in the head of the personage:
 

monkeystyle

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MEGA REP to anyone who can translate this tutorial into English;

It's by BCa/S project which should be submitted within a week, I have been working everyday and this modeling tutorial is very helpful, it has screenshots and all in all put together perfectly, but the only problem is the language barrier, any help would be GREATLY appreciated.




I said it once, and I'm going to say this again MEGA REP

Also if you could be quick and accurate enough, I'd really appreciate it

You should learn the difference between spanish, and portugese.

Tutorial 3 - Basic modeling for a Cartoon Head -

Part I Level: intermediary Technique: poly by poly modelling (CPS + MJPolyTools)

Software: Maya (it is also applied to the Max, Lightwave, XSI and others, since that they possess good resources of polygon modeling) Copyright Krishnamurti Martins Coast. 2003.

This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. I will be using the technique of polygon modeling where I will construct to the head of the personage polygon for polygon.

In this tutorial one, I will be using Maya software, but any another program could be used since that you already well are made familiar to the tools of polygon modeling of it.

The mesh was constructed with 100% of polygons quad and the emphasis was given in the correct flow of loops. One is about the use of the concept that can (and it must) be adapted for the necessities of deformation of its proper personage.

After this tutorial and ear, already available, I dispatched by post the second part, explaining as to make " solda" of the ear in the head, keeping the flow of loops and threshes 100% quad. 1. We will start with the construction of an only polygon

: Tutorial 3 - Basic modeling for a Cartoon Head - Part I

Level: intermediary

Technique: poly by poly modelling (CPS + MJPolyTools)

Software: Maya (it is also applied to the Max, Lightwave, XSI and others, since that they possess good resources of polygon modeling)

Copyright Krishnamurti Martins Coast. 2003.

This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. I will be using the technique of polygon modeling where I will construct to the head of the personage polygon for polygon.

In this tutorial one, I will be using Maya software, but any another program could be used since that you already well are made familiar to the tools of polygon modeling of it. The mesh was constructed with 100% of polygons quad and the emphasis was given in the correct flow of loops.

One is about the use of the concept that can (and it must) be adapted for the necessities of deformation of its proper personage. After this tutorial and ear, already available, I dispatched by post the second part, explaining as to make " solda" of the ear in the head, keeping the flow of loops and threshes 100% quad.

1. We will start with the construction of an only polygon:

2. Append of maya uses the tool now (create polygon in max):

3/4. It constructs the Loop of the left eye:

5. It modifies until the format is in agreement:

6. Using the same procedure, it expands the polygons generating plus a half Loop that will finish in the nose (center):

7. Users of Maya: at any time, they deletem history to always clean the memory, becoming the fast modeling:

8. More two constructed levels of Loop. It observes that the region of the nose already is being prepared:

9. Using the same procedure, loops of the mouth of the personage starts, amended in loops of the eye:

10. Here, we will change the flow of the Loop for the direction of " line of expression of sorriso" that it leaves it I sing of the nose in direction to the cantos of the mouth. It uses split in the Maya or cut in the Max:

11. It always continues the modeling making right the faces so that they always have 4 sides (quad). It uses for this the Cut, merge vertex, connect etc:

12. It adds to the inferior line of the nose, forming a triangle in the end. Immediately afterwards, cut again until the cut reaches this triangle in the center of its well edge, thus forming new quad:

13. It continues the construction of polys until you have the format of the clear-cut face:

14. We will start the modeling of the nose, being enough this to pull some vertices:

15. It adds a sphere, that will serve as reference of the eye of its personage:

16. It moves edges/internal vertices of the Loop of the eye until it if approaches to the faces of this sphere. It will be the contact of the eyelid with the eye:

17. It selects Ring of edges as in the figure below and uses connect to add a new internal Loop:

18. A little to the front moves the vertices to alleviate this region:

19. Extrude edges more internal of the eye…

20. … until they have this internal form:

21. First test of subdivision:

22. The correct form of the anatomy of the head continues the modeling looking for, that is, more rounded off. " completely leaves edges more external of the face; retos" in axle Z, as if you were constructing a mask:

23. Extrude 2 times these edges in direction to the nape of the neck:

24. To break daqui, I will use the CPS, script with the same functions of the NURMS and Symmetry of the Max. It continues the modeling of the face until…

25. … to be satisfied with the forms:

26. Using the same method of the nose, it adds the vincos of superior and inferior eyelids, thus (always one quad in the end):

27. Here it is the general aspect:

28. It always continues shaping its mesh and improving the flow of loops (polygons with low angulação between itself):

29. We will make the nostrils selecting the two inferior faces of the nose…

30. … and using extrude 2 times:

31. We will make " filtro" , this covinha that we have between the mouth and the nose cutting the mesh of this form (repairs that only quads had been added):

32. It has adjusted the vertices for one better flow:

33. The nape of the neck continues extrudando edges of the head in direction, while you search the forms of the head:

34. Vision of the nape of the neck:

35. Extrude edges again, but in direction to the center:

36. To close the nape of the neck, it constructs in the way that you to better find (extrude, create poly etc) the polygons until the central region, as indicated below:

37. Here it is the final version after the fine tunning in the mesh. Loops main, clean mesh and all quad:
This tutorial one is destined preferential to the users who already possess good experience in polygon modeling. In this last part, you it will learn as to connect the ear in the head of its personage without if the flow of loops loses and keeping the mesh all quad.

In first place the easiness of the connection would like to emphasize the planning of the modeling aiming at enters these separately two constructed parts.

The most observing or those that had faithful followed the modeling of the ear, must have noticed that the edges of the ear had been with accurate 16 edges, prepared for the posterior connection with the head.

Others will be able to verify that I prepared 4 faces in the laterias of the head, in the accurate position of the ears.

Let us see then as to connect the two parts in the correct way:

1. Cut the 4 faces of the lateral of the head as shown below, always keeping the polygons with 4 sides:

2. Delete the faces central offices just created as indicated below:

3. It imports the ear in the scene of the head, locating it in the center of the faces just cut, as in the figure below:

4. When to locate the ear, takes care of so that it possesss a small inclination in relation the mesh of the head, as in the figure below:

5. It perceives that the task is to join 8 vertices of the mesh of the head to the 16 vertices of the mesh of the ear. It moves the vertices of both the meshes so that one to each two vertices are lined up between itself, as demonstrated below:

6. It combines the two parts (attach, in max):

7. We go to select the vertices that we finish to locate, 2 the 2, and to use the Merge Vertices:

8. The tip to speed the process in maya is to keep open the window of options of the Merge Vertices, to select vertices 2 to the 2 e, without closing the window to go clicando in Apply for each set:

9. Here we see the result of the previous process. It notices that still we have 8 edges/vertices " órfãos":

10. Cut the mesh leaving of these vertices orphans…

11. … and following the way of loops, it continues cutting until finding the half of the mesh (edge)…

12. … I sing and it of the eye, as indicated below:

13. Using what already it was learned until here, it moves the vertices of the head until them below to possess a similar disposal of the figure. It notices luxury of loops, being enough this to redistribute the vertices so that they possess a well homogeneous and soft disposal, with the minimum possible angulação between edges:

14. Here the subdivided version lateral:

15. Here the version low-poly frontal…

16. … and the same subdivided mesh two times:

17. The emendation of the ear shown in close. Sufficiently soft Flow of loops and threshes all quad:

18. A version shade of the model " final":

19. One close in way shade of the ear that we finish of " soldar" in the head of the personage:
 

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Can I have rep to me, I followed your instructions and yours were wrong.