Table Of ContentY
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Modeling a Character in
3DS Max
Paul Steed
Wordware Publishing, Inc.
LibraryofCongressCataloging-in-PublicationData
Steed,Paul.
Modelingacharacterin3dsMax / byPaulSteed.
p. cm.
ISBN 1-55622-815-5(pb)
1. Computeranimation. 2. Computergraphics. 3. 3dsMax4(Computerfile).
I. Title.
TR897.7.S742001
006.6'96--dc21 2001035031
CIP
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Contents
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Part I - Design
Chapter 1 Design Fundamentals . . . . . . . . . . . . . . . . . . . . 3
Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Make It Cool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Drawing Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Proportions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Reference Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Influences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Work Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Chapter 2 Callisto Designed . . . . . . . . . . . . . . . . . . . . . 21
Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Makeover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
A Pose to Build By . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Getting Her into the Computer . . . . . . . . . . . . . . . . . . . . . 27
Step 1: Scan the Sketch . . . . . . . . . . . . . . . . . . . . . . 28
Step 2: Save It . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Step 3: Resize the Images in Photoshop . . . . . . . . . . . . . . 29
Step 4: Darken It. . . . . . . . . . . . . . . . . . . . . . . . . . 32
Step 5: Save it Again. . . . . . . . . . . . . . . . . . . . . . . . 33
Part II - Modeling
Chapter 3 The Guide Objects . . . . . . . . . . . . . . . . . . . . . 39
Step 1: Bring the Image into MAX . . . . . . . . . . . . . . . . . 40
Step 2: Create the Guideline Objects. . . . . . . . . . . . . . . . 42
Step 3: Attach the Lines . . . . . . . . . . . . . . . . . . . . . . 45
Step 4: Create the Rest of the Guidelines. . . . . . . . . . . . . . 47
Step 5: Scale the Guideline . . . . . . . . . . . . . . . . . . . . 49
Step 6: Make and Adjust the Head Reference Object . . . . . . . . 54
iii
Contents
Chapter 4 The Head and Face. . . . . . . . . . . . . . . . . . . . . 61
Step 1: Create a Geosphere . . . . . . . . . . . . . . . . . . . . 64
Step 2: Scale the Geosphere to Fit the Guide. . . . . . . . . . . . 66
Step 3: Delete Half the Geosphere. . . . . . . . . . . . . . . . . 66
Step 4: Tweak the Shape of the Geosphere. . . . . . . . . . . . . 69
Step 5: Add Vertices By Dividing Edges. . . . . . . . . . . . . . . 77
Step 6: Tweak the Shape Some More. . . . . . . . . . . . . . . . 82
Step 7: Switch Viewports and Tweak Some More . . . . . . . . . . 87
Step 8: Mirror the Head Half as a Reference Object . . . . . . . . 94
Step 9: Shape the Mouth. . . . . . . . . . . . . . . . . . . . . . 96
Step 10: Build the Eye Area. . . . . . . . . . . . . . . . . . . . 103
Chapter 5 The Hair . . . . . . . . . . . . . . . . . . . . . . . . . 111
Step 1: Extrude Faces from the Head . . . . . . . . . . . . . . . 114
Step 2: Move the Vertices to Match the Guide. . . . . . . . . . . 116
Step 3: Add Vertices Using Edge Cut . . . . . . . . . . . . . . . 121
Step 4: Weld Excess Vertices . . . . . . . . . . . . . . . . . . . 126
Step 5: Just Match the Guide . . . . . . . . . . . . . . . . . . . 128
Step 6: Weld the Two Halves Together. . . . . . . . . . . . . . . 129
Step 7: Make Final Face Tweaks . . . . . . . . . . . . . . . . . 130
Step 8: Shift-Drag Edges to Add the Bangs . . . . . . . . . . . . 131
Step 9: Flip “Wrong” Facing Normals. . . . . . . . . . . . . . . 132
Step 10: Connect the Bangs to the Head . . . . . . . . . . . . . 134
Chapter 6 The Torso . . . . . . . . . . . . . . . . . . . . . . . . . 139
Step 1: Create the Spline Cage Object . . . . . . . . . . . . . . 140
Step 2: Apply Surface Tools. . . . . . . . . . . . . . . . . . . . 145
Step 3: Move and Adjust the Vertices of the Spline. . . . . . . . . 147
Step 4: Delete Any Unnecessary Geometry . . . . . . . . . . . . 150
Step 5: Create the Breast Shape . . . . . . . . . . . . . . . . . 154
Step 6: Boolean the Breast onto the Torso. . . . . . . . . . . . . 157
Step 7: Cap the Faces of the Torso . . . . . . . . . . . . . . . . 157
Step 8: Perform the Boolean . . . . . . . . . . . . . . . . . . . 158
Step 9: Clean Up the Boolean Result . . . . . . . . . . . . . . . 160
Step 10: Add Some Clothing . . . . . . . . . . . . . . . . . . . 166
Step 11: Use Soft Selection to Reduce the Chest Size . . . . . . . 173
Chapter 7 The Legs . . . . . . . . . . . . . . . . . . . . . . . . . 177
Step 1: Make a Cylinder . . . . . . . . . . . . . . . . . . . . . 178
Step 2: Shape the Cylinder to Match the Guide . . . . . . . . . . 179
Step 3: Boolean the Leg to the Torso . . . . . . . . . . . . . . . 188
Step 4: Clean Up the Vertices of the Boolean Seam . . . . . . . . 192
Step 5: Shape the Hip Area. . . . . . . . . . . . . . . . . . . . 198
Step 6: Shape and Position the Rear for Attachment. . . . . . . . 205
Step 7: Attach the Rear and Complete the Shape . . . . . . . . . 215
Step 8: Copy and Mirror the Lower Torso and Leg. . . . . . . . . 220
iv
Contents
Chapter 8 The Back, Neck, and Shoulders. . . . . . . . . . . . . . 227
Step 1: Shape the Back. . . . . . . . . . . . . . . . . . . . . . 229
Step 2: Create the Neck Mass Using Face Extrude. . . . . . . . . 237
Step 3: Refine and Optimize the Neck Mass. . . . . . . . . . . . 242
Step 4: Prepare the Torso for the Shoulder . . . . . . . . . . . . 248
Step 5: Extrude and Shape the Shoulder . . . . . . . . . . . . . 251
Step 6: Copy, Mirror, and Attach the Shoulder. . . . . . . . . . . 258
Step 7: Make More Refinements . . . . . . . . . . . . . . . . . 263
Step 8: Build the Neck/Shoulder Strap . . . . . . . . . . . . . . 266
Step 9: Prep the Neck Surface and Attach the Strap . . . . . . . . 272
Chapter 9 The Arms . . . . . . . . . . . . . . . . . . . . . . . . . 281
Step 1: Merge an Arm from Another Max File. . . . . . . . . . . 282
Step 2: Shape and Attach the Arm . . . . . . . . . . . . . . . . 285
Step 3: Mirror-Copy the Arm to the Other Side . . . . . . . . . . 300
Step 4: Add Detail to the Left Arm. . . . . . . . . . . . . . . . . 307
Step 5: Loft the Tubing for the Left Arm . . . . . . . . . . . . . . 312
Step 6: Build the Left Shoulder Pad . . . . . . . . . . . . . . . . 317
Chapter 10 The Boots . . . . . . . . . . . . . . . . . . . . . . . . . 327
Step 1: Merge a High-Res Boot . . . . . . . . . . . . . . . . . . 329
Step 2: Identify Key Vertices of the Boot . . . . . . . . . . . . . . 330
Step 3: Hide More Non-Essential Vertices of the Boot . . . . . . . 332
Step 4: Build the Low-Res Boot . . . . . . . . . . . . . . . . . . 338
Step 5: Optimize the Low-Res Boot . . . . . . . . . . . . . . . . 344
Step 6: Mirror the Boot to the Other Side . . . . . . . . . . . . . 348
Chapter 11 Optimizing the Mesh . . . . . . . . . . . . . . . . . . . 349
Optimization Explained . . . . . . . . . . . . . . . . . . . . . . . . 350
Consolidation . . . . . . . . . . . . . . . . . . . . . . . . . . 351
Hidden Geometry . . . . . . . . . . . . . . . . . . . . . . . . 353
Sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355
Relative Face Distribution. . . . . . . . . . . . . . . . . . . . . 356
The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
Step 1: Optimize the Hair. . . . . . . . . . . . . . . . . . . . . 357
Step 2: Optimize the Forehead and Eyes . . . . . . . . . . . . . 361
Step 3: Optimize the Mouth and Chin. . . . . . . . . . . . . . . 363
Step 4: Optimize the Nose . . . . . . . . . . . . . . . . . . . . 364
The Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367
Step 1: Detach the Arms . . . . . . . . . . . . . . . . . . . . . 367
Step 2: Use Polygon Counter . . . . . . . . . . . . . . . . . . . 368
Step 3: Optimize the Throat and Upper Shoulders . . . . . . . . 370
Step 4: Detach the Asymmetrical Chest Geometry. . . . . . . . . 372
Step 5: Delete Half the Body . . . . . . . . . . . . . . . . . . . 376
Step 6: Optimize the Back, Sides and Midsection . . . . . . . . . 376
Step 7: Optimize the Chest . . . . . . . . . . . . . . . . . . . . 384
Step 8: Optimize the Rear . . . . . . . . . . . . . . . . . . . . 389
v
Contents
Step 9: Optimize the Legs. . . . . . . . . . . . . . . . . . . . . 392
Step 10: Give the Body One Last Look . . . . . . . . . . . . . . 396
Step 11: Copy, Mirror, and Join the Optimized Body Half . . . . . 400
Step 12: Tweak and Attach “Frontal” . . . . . . . . . . . . . . . 403
Step 13: Optimize the Arms . . . . . . . . . . . . . . . . . . . 407
Step 14: Optimize the Hand by Turning It into a Fist. . . . . . . . 417
Part III - Texturing
Chapter 12 Mapping the Head . . . . . . . . . . . . . . . . . . . . 425
Texturing Explained . . . . . . . . . . . . . . . . . . . . . . . . . . 426
UVW and XYZ . . . . . . . . . . . . . . . . . . . . . . . . . . 426
Applying Coordinates. . . . . . . . . . . . . . . . . . . . . . . 428
“Skinning” Your Character . . . . . . . . . . . . . . . . . . . . . . . 429
The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436
Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . . . . 436
Step 2: Arrange the Elements. . . . . . . . . . . . . . . . . . . 436
Step 3: Adjust the Vertices for a Planar Projection . . . . . . . . . 442
Step 4: Apply a UVW Map Modifier. . . . . . . . . . . . . . . . 454
Step 5: Use Texporter to Create a Bitmap Template . . . . . . . . 455
Step 6: Create and Apply the Material . . . . . . . . . . . . . . 458
Step 7: Apply Unwrap UVWs and Turn Off Edit Mesh . . . . . . . 460
Step 8: Tweak UV Problem Areas . . . . . . . . . . . . . . . . . 463
Step 9: Use Texporter, Make a New Bitmap, and Reload It. . . . . 465
Step 10: Refine the Bitmap in Photoshop . . . . . . . . . . . . . 467
Step 11: Load the New Bitmap and Tweak the UVs . . . . . . . . 470
Step 12: Assign Mapping Coordinates to the Bangs. . . . . . . . 478
Step 13: Create and Apply the Material to the Bangs . . . . . . . 479
Chapter 13 Mapping the Rest of Callisto . . . . . . . . . . . . . . . 485
Minor Adjustments... . . . . . . . . . . . . . . . . . . . . . . . . . 486
Create a Quick and Easy Leg Texture. . . . . . . . . . . . . . . . . . 490
Step 1: Apply an Edit Mesh Modifier . . . . . . . . . . . . . . . 490
Step 2: Position and Adjust the Elements . . . . . . . . . . . . . 491
Step 3: Apply a UVW Map Modifier. . . . . . . . . . . . . . . . 493
Step 4: Make the Bitmap Template with Texporter . . . . . . . . . 493
Step 5: Align the Mapping Gizmo to the View. . . . . . . . . . . 494
Step 6: Merge Lights into the Scene. . . . . . . . . . . . . . . . 497
Step 7: Apply a Material . . . . . . . . . . . . . . . . . . . . . 497
Step 8: Set the Background Color to Gray . . . . . . . . . . . . 498
Step 9: Render the Scene . . . . . . . . . . . . . . . . . . . . . 498
Step 10: Create and Apply a New Material . . . . . . . . . . . . 500
Step 11: Apply Unwrap UVW and Turn Edit Mesh Off . . . . . . . 500
Arranging the Body Pieces . . . . . . . . . . . . . . . . . . . . . . . 502
Step 1: Arrange the Torso Elements. . . . . . . . . . . . . . . . 503
Step 2: Arrange the Leg Elements. . . . . . . . . . . . . . . . . 505
vi
Contents
Step 3: Arrange the Right Arm Elements. . . . . . . . . . . . . . 506
Step 4: Arrange the Left Arm Elements . . . . . . . . . . . . . . 507
Step 5: Arrange the Boot Elements . . . . . . . . . . . . . . . . 508
Step 6: Arrange the Elements and Assign the UVW Map. . . . . . 509
Step 7: Attach Head to Body and Reorganize the UVs. . . . . . . 511
Step 8: Make a New Bitmap Template with Texporter . . . . . . . 514
Step 9: Create and Apply the Template Material. . . . . . . . . . 515
Step 10: Create the Final Texture/Material . . . . . . . . . . . . 515
Step 11: Copy, Mirror, and Attach the Missing Geometry . . . . . 516
Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519
Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520
Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521
Texturing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527
vii
Acknowledgments
WritingabookisawholeheckofalotmoreworkthanIthoughtitwouldbe.
It’sadraining,soul-searching,sleep-deprivingexperiencethatIcan’twaittodo
again!TherearemanypeopleIwanttoacknowledgeforreasonsrelatedand
unrelatedtothedirectcreationofthisbook.
Jim,Wes,Tim,andBethareamazinglypatientandendearingindividualswho
areverygoodatwhattheydoatWordware.Theyputupwithallthevarious
manifestationsofmy“firstbook”angstandtookitinstride.Icommendthem
andthankthem.
PeterC.Lewis,co-workerandpalwhogavemeanextrasetofeyesasmy
technicaleditor,broughtexperienceasbothanindustryveteranandteacherat
DigiPentohissuggestionsandcorrectionstothemanuscript.Beer’sonme
nexttime!
Thankstothecreatorsof3DStudioMax:Discreet.I’vebeenusing3DStudio
since1992,andwhatevertheycalltheiroffspring,Autodeskhasmuchtobe
proudofwhentheylookatthemakersofthemostwidelyused3Dtoolingame
developmenttoday.
AspecialthanksalsogoesouttomyidMomma,too.Iloveyou,Ms.Donna!
OverthepastfiveyearsI’vemetanamazingrangeofpeoplewhoareapartof
theonlinecommunity.Someoftheoneswhohelpkeepitrealare:Sean“Red-
wood”Martin,someonewho’salwaystheretohelpeveryoneoutandnottake
sides;Milla“Chiq”Bennett,atruegamergirlwhounderstandsthemaleanimal
andlikeshimanyway;Drew“Rogue13”Rischatthe“paragonofcool”site
knownasPolycount;andfinally,thevivaciousyetsagemomandwebmistress,
Jen“Mynx”Bailey.
Dedication
Tomyfamily:Marion,Trent,andBrianna—thisone’sforyou!
Introduction
Introduction
Likemostofmypeersinthecomputergameindustry,I’mself-taughtinwhatI
do.I’velearnedhowtocreateartwithacomputerbyreadingmanuals,doing
tutorials,andsimplyputtinginthehoursworkinginthegamingindustry.I’ve
beenfortunateenoughtoworkforsomegreatcompaniesandwithsomegreat
artists.I’dliketosayI’velearnedalotfromthoseartists,butunfortunatelyI
haven’t.I’velearnedtogetfasterbecausetheotherartistnexttomeiscrank-
ingthestuffoutfasterthanIcan.I’velearnedjusthowbadmylatest
masterpiecesucksbecauseofhowcoolthestuffisthatotherpeoplearoundme
aredoing.Manyofthoseartistswouldlovetositdownandtutorothersintheir
ways,butunfortunatelythere’sbarelytimetolearn,letaloneteach.There’s
justnotenoughtimeinthedaytogetyourworkdoneandbebothstudentand
teacher.Timeisaluxuryandaveryhotcommodityinthegamedevelopment
world.
WhileIcan’tpointtoanyonepersonasamentororteacher,Ihavedefinitely
pickeduptipsandtricksbysimplywatchingothersdoartonthecomputer.
That’showI’veapproachedthisbook.Iwantyoutowatchmedomything.I
wanttosharewhatI’velearnedandhopefullyteachyouafewthingsinthepro-
cess.IwanttosharewhatI’vestuffedintomyheadandfingersoverthepast
nineyears,fourcompanies,andninegamesbecauseIknowhowhardthatkind
ofinformationistocomeby.Evenifyou’reexperiencedatmodelingandcreat-
ingcharacters,Iguaranteeyou’lllearnatrickortwofromjustobservinghow
someoneelsedoesit.
Bypurchasingthisbookyou’vedecidedtoseeifsomeoneelsecanhelpteach
youtoteachyourself.Specificallyyouwanthelpinlearninghowtocreategreat,
low-polycharactersinMax.I’mbettingthatsomeone(me)can.Beforewarned,
though,I’mnotjustaddinganotherdidactic,strictlyeducational,drytechnical
manualtoyourcollection.Iwantedthisbooktoreflectalittlemorepersonality.
I’veincludedoccasionalanecdotal“authorizeddigressions”orsmalltalesoflife
“inthetrenches”asadeveloper.I’vealsoincludedFYIs,ForYourInformation
factoidsorobservationsthatpertaintothematerialbeingcovered.Filethem
awayforreferenceorskippastthem—it’suptoyou.
ix
Description:Whether you're new to 3D Studio Max or you're an experienced developer working on your next game, Modeling a Character in 3DS Max will be an indispensable addition to your Max book collection. Paul Steed, modeler and animator of characters seen in id Software's Quake II and Quake III Arena, shows yo