Monday, May 14, 2012

Simple steps to create cartoon or Dog pluto in 3d studio max


Creating a model dog Pluto, by means of Editable Poly in 3D Studio Max.

Part II: Creating three-dimensional model
Consider the basic steps of creating a simple Poly-model. Let's try to model Pluto the dog from the animated series <Adventures of Mickey Mouse>. And how it will look finished model:


In Fig.
 An example of a model of Pluto.
Step 1: Drawings and sketches, the order of
First of all, we need a regular flat sketch or a picture of our little dog. It can be painted or printed on paper or in digital form to be on the computer. In this picture we rely in the simulation. It must be sufficiently detailed and correctly reflect the shape of the objecthttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhTGdPB5TsfT4fCNEtRio6SVwrTjMXVQNiGwEwteVtFSiFel95dtYCARuTW-0-6xezclgy8nJLLNkUWSIzoRBf45dfAZJwN95T3v3adczc_Yg2vEZJgrBEZo-vupl5fU2haSWheu1R6mGv/s320/clip_image006.jpg
In Fig. A sketch of Pluto.
Before you begin, always useful to understand the form, making a few sketches or examined several images from different angles. Here we are the best fit simple clear images, since it is easier to understand the shape of the object. It is very convenient to use, for example, linear images are not painted.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBcM45nZ8kmYIDYx2ECPEcr4KG-XqsaOM8W-0IUTbapHPEzPnDnnJKzyYxXcllynKN7XKaoRiTdOeULlTh-78eliNWbAsySeau-x_mQjtsiF1elZz6SlukB8FNDJOar-NX5v0AhHsUzXGd/s1600/clip_image012.jpghttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwF83hlWyhJ5wjH3Jfc_d1F-dnK0X3Ufqdf9HY0svFkXV7uWoERnZBeETHZLLNfbaN0YyogGlMvq4uNjQMnPh4NnGZKCsTHoaHdrHvLq6nhW29yB9n7fnYxCfy6egDehfz553awCo0uxYJ/s1600/clip_image008.jpghttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKT_0_rcg31-vWK5w6wwF3hgSD5ZVqdUegiKkb-y59ggIMb4t8AUX91NKzDbssRcMdD6vqFpYnlrPeKFPcbt4rc3G_wCKoCqvE8ZDx2UvNIThBiX7DKQo-E8RezI6jpV4X_cvMv_z6YM6n/s1600/clip_image010.jpgIn Fig. 2 Sample images of Pluto workers.
Now let's define the order of work. In the simplest case (such as ours) modeling should be done from general to specific, ie the first thing we need to define the overall shape of our object, and then gradually to complicate it by adding details.
Even the overall shape of the head of Pluto is quite complex in terms of three-dimensional graphics. Therefore, our object should be split into simpler parts. Let's create the first direct's head, and then move on to the upper and lower jaws and neck.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlqTGqubIPXClp02iQ12bX_8FBPfaDjnNBud6g1qSXGV4K-tBr_g7Rbd2Pyetw3g5ZRcbie4JOVxO8IDgJtNsA_pDnWJ4Y2fWJSE14M-dbfB-yMWjevzzoye-8-RvQcYMmTz80Zg3koUfM/s1600/clip_image014.jpg
In Fig. 3 to partition the elements of design.
Step 2: Primitives and Segments
Further, it is important to understand that net modeling is to edit an existing geometry, therefore, we need it the most finished geometry - primitive.
Starting directly from the simulation is the selection and creation of the primitive. This choice is due to what, ultimately, seeks a form of the object.
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In Fig. A coliseum.
Usually, the simplified modeling can be summarized form the majority of the objects so as to reduce it to one of the primitives. Most often, the most appropriate to start with would be Boxing, cylinder or sphere, although professional trehmerschiki start with a polygon (primitive Plane).
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In Fig. Examples of two forms.
If the future shape of the object does not resemble any of the entities, the creation of a simple solid geometry begins with the Box, as it has a convenient grid, which clearly identifies each of the six areas of modeling and, importantly, was originally closed.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxmQnCzD-RI1S2WUfzutLXA3QdZ-_zvQ3uKMsDXjS_1OVtTTw6DJbREHvCdYkafxZ9uIw7QkJAvToVoAVR3-pnnCdwPmxmnnc7pdRyZmA8pC2EMZshdqIGUnmEcph24g8-apsXUWhR0Lp5/s320/clip_image024.jpg
In Fig. 3 Getting started.
The second important task is to select the required number of segments. Clear rules on this subject does not exist, there should be enough to identify (if possible) overall shape of the object or the part that we have is basic.
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In Fig. 4 Determination of the approximate number of segments.
In any case, the grid should not be too sparse or too dense, as in the first case, we do not define the form and the second - it takes too much time.
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In Fig. 5 Choosing the optimal number of segments.
Step 3: The general form
So, it's time to start working with the form. To object (NHL) has become an editable grid, select it and choose from the context menu,Convert to: Convert to Editable Poly.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-0w9h6ZE6zblJmti8IZO7Pug9tnadBkoZANw6QijIMj_C2ho_gtLJEEOV6h4BhV956fFJRLAtktqB3K_Y2dv64hFRItESjDCFFY6EoTOV1qcndpKI_NXgi_8sZ5pAH-vkgE-wf1ABmgH5/s320/clip_image034.jpg
In Fig. 1 Getting Started with Edita b le Poly.
From that moment, just modeling - let's try
edit the shape of our Box-level points. You can switch between the levels of editing, use the appropriate icon in the scroll Selection. It is important to note that you can work with both single and multiple points simultaneously.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7v3IxPqFJ0U6RvxDCeTQT47nHbRzMknEX-9fFt8jamFrb4Cdbr_AH1udI1YP-f1bmGG-I0jPRKNgo4Ub2wuMzIMCC3pn2oxyilSvOi0ohKwz6y99Sq_5IG4W2nqoi9knJgRNYY4En5XmU/s1600/clip_image036.jpg
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In Fig. Working with two points.




At this stage we need to locate a point as to indicate the general shape of the head (base unit). It is convenient to use orthogonal views - because they, unlike the bulk of species, we see the true state of each point, and already known to you the tools Select and Move 
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjqfdALombaP_BtpdvRQKVOdnoaZ5m1kTLWEiAEKkP_XBIMH5piJvW-nE3scuKTP8Pru7ScHlW3jtLdv5D8yHNz7YIXw2-ZUUDw8QN4TM8x4062CcRaBhToTYrOPPTk9b4KRN-1SQIBobb/s1600/clip_image040.jpg  ,Select and Rotatehttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM7_73Prk9bEPGkLyTt6fUmkjXnhRxF1AwapuKdhhy1doQ7alzhu8QSD03EYdKl0FyPmlaPyDh79iZ6wM_c8gUDKNXjkkwSn94T0NB6JiuoYVGm0XokvMxFScE7ajefhoekKn5ZcGBHe3z/s1600/clip_image042.jpgSelect and Uniform Scalehttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_PjEilMvJV1KGEo5OrpEXCkoazrD51MoFi6rO0KnuhjY-fatkL4y_CfG3M1978e6XzmhAOMxyrLCK138vrUcuRjyl1DA1ZmAsCytXABDJP9AgLc7Mf97HDx0QldUrztUbrj7k_dYGQxkw/s1600/clip_image044.jpgFormation of the general form of the head.Formation of the general form of the head.


In Fig.
 3 The formation of the general form of the head.
Using this point when dealing with the general form of the grid is not required, but it is the most accurate and convenient way, and do so made. You will see this by trying to work with other types of subobjects.
Notice how the same operation on different sub-objects lead to different changes in the grid:https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcevEN2oKh_jBFG8VBmpjIAGwXQgc9Y0wHmffMOhcmUQrFTmPUbFuEiym9C27bL6zj22G3Upg7tyOMtUwN_6I_5gZoWwDMnh_axIP1bqFtPTD66QAjLBNTXWrgpXmvLfAEb6LHXHBBpB9r/s1600/clip_image050.jpghttps://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLaBngEVzrIrp7qmmREZGvmZRsjC89jGrc8kf9ZMSnNhr0G9WANMcxwu-Vu2EkOhMUTUF-qVqogOGcdn_aZ-sknsKX8EmWD9XxpzDRKg1MmV3IHXK8SzjdhXy7WzUKx4Md24w4s_SJAc3s/s1600/clip_image052.jpg

As you can see, rotate or scale of points is based on a single, averaged over the cente
In the case of polygons and the edges of each sub-object will be rotated around its axis
At this stage, the first problems may arise. Let's say you are missing a number of points to make the bend in a certain area of ​​the grid.To do this, we can create in this place an additional section, using the tool Slice Plane (section plane) from the scroll Edit Geometry.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF78AJaIt24TDlG62vRD1GOCCHYYkDSUR79abK8Awvi3DG2nFSFvEZr9UKtmQYmHmBMPQa-kUv4bqpjO7lxhcovxaxi44RUHBW-LJ_PiOUXNeG-u9WdHQkCmn0QJPI7EEzu9EvC2IyzYMi/s1600/clip_image054.jpg
In Fig. 4 Select the cutting plane.
Then put the plane appeared at the place where you want to create a new series of points, and then click Slice in the same scroll. At the intersections of the cutting plane with the edges of the grid points will be created, which in turn will be connected by edges.
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In Fig. 5 Setting the cutting plane.
* The fact that we create using the Slice section, means that we are dissecting the entire model at once, a solid number of edges.
Of course, you may encounter as a shortage or an excess of subobjects. Deleting subobjects to Editable Poly in two ways:
- The physical removal of a fragment of the object with subobjects;
- Removal of the sub grid.
In the first case, pressing the <Delete> key on your keyboard, you delete the selected sub-objects, together with the planes (polygons) to which they belong, in other words, the surface is formed in the hole. The result of such removal for different types of subobjects will also be different. For example, if we remove the point which belongs to the four polygons, then all four of the landfill is also deleted automatically at the same time, we can remove the ground, without hurting any one point.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIK87dthYHR1epLAjOTRojBWMw1FyXVHobP4-hLQpRLkCnni6iVmFAyu4gYBtq0xeohQrAvm4F18x-rCFO3KU9UFOaQiv4sgthvDcugNcSz2Tmvguw4HhK8oDgW5ltPIvAl0lUTwN2Xz7T/s1600/clip_image062.jpg
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In Fig. 6 Example of deleting a point and polygon.
The second method is applicable only to remove the points and edges, and its essence lies in the fact that we remove the sub-objects from the grid, without violating the integrity of the surface. Obviously, the shape of the object at the same time can vary, for example, some landfills may merge into one. To delete a subobject or subobjects of the group grid, first select them and then use the Remove the roll from the Edit Vertices / Edit Edges.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm6Z_cNLGek85_JiqsP_Wk8orosustwdT1zsrLmIL8-9KpA48iiO2vjl_cVHywm5dg40DKAnjhsKoD6FJxc7NyGNvzHomCqLV4-wXIm7Sb17xc-lO5-TFHQEv9uJnFmSd1nfY7DZw0RUJM/s1600/clip_image064.jpg
In Fig. 7 Removal Tool.
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In Fig. 8 The result of the deletion.
Removal of the sub grid is on the following principle:
- The top (point) is removed along with all the ribs to which it belongs;
- An edge is removed together with the point if this point belongs only to this edge.


Step 4: Roll
Finally, the head took the necessary form, and we can begin to create in the upper jaw, for this position ranges in front of the head in the form of the cross section in the place shown in the figure.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTnm32I279w_crdAPJxTqU2ESyTiOO7nCYzHof95kKixngZ5ORcrB2nOLnKtlbLYIRB-Lftb1UXtqhn099XqhfO8_pbVIYVdIKNzdslXYoZYvXWotWC9SPzXHdYwdWMZOyTnjjTZFNQEjF/s1600/clip_image070.jpg
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In Fig. 1 Pre-extrusion.
Now select all the polygons that make up this section and, using the command Extrude (squeezing), a little squeeze this section forward. Note that using Extrude created a new section, combined with the previous one, but in our model, the number of subobjects.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYswPOMrALzPsi-lJxrfWhI0kllWmF01McDzbavDSkOoZ3cF-arF5QExp9ocG6UrafKpvroGq1x_ZKj3qsVmX-3gl7LZ2Rsj52LygHd8bpsDQ-McO0AAvKPRhHSv2MVVlEiPH5FlcVvfmi/s1600/clip_image074.jpg
In Fig. 2 Tool extrusion.
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In Fig. 3 Result extrusion.
Next <dial form> continue squeezing until then, until you get the number of sections, sufficient to indicate the general shape. In the case of an error at this stage is also convenient to use Slice tools already considered, and Remove.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX9DMTtGBBvUut2gRNtP09Z964dqiDtKcbHC708OymeFLVzGhL2SoOwqHFbuDMKi4kcmE1BuXSpGBVFv-Jc7MAU2Cx74LkEgNIb0CIy8Anr6QiAlQlHu2xEIU4pUQqLr6GWuuiB10rtwz5/s320/clip_image082.jpg
In Fig. 4 Select the segments.
Watch for a uniform grid, we need to be based on the level of detail with which the work originally. In other words, the general form of the density of the grid should be about the same.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBtG9xFmlGos5ArBpvZl2D57-mWN1NW5rM2MHUpJsysikXtimNS2lxjf9f8f65YQNbzRdcT_czOWz1Neq12TTzlimdGOwJ8iCl9RECZODhBCvc8IQNtT9AKAgb30QJJvuN-W-dKHvlOIcb/s320/clip_image084.jpg
In Fig. Wrong choice of five segments.
Despite the fact that we are working with a specific object, the above described approach is applicable to all models, which are clearly visible connection.https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHus4LOrJAOa44WLduDa_nK4fAgWuxkC_dr8ZEBfkShj1RE9GgnJcEmk6VFEqtt2S7c-lTIrlWgex0P0Ndr19FFpEoPSdPDqyZVrqrFq1Spuk5P8lovQzbyktsr27A0GiV3NU0NWmkY4pU/s320/clip_image086.jpg
In Fig. 6 Example for a complex model.
An important feature of this approach is that we add sub-objects, building up the form, not the form itself (as in the case of Slice). Thus, we do not change our position is spaced points.
Now place the point of appearing to get an upper jaw. At this stage, does not require great precision, but the grid must be organized so that later it was convenient to model the details. For example, in this case, we need to have a series of points in the field of folds on the nose of Pluto. Here's what happened in the end:
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh70hGJu0r4eVqpWghIJrdO__PEJ7qhdnXPBAD8CtPD7pLH-sOdBUr2f_QuiYYMMdJz2r8Csm6WAAZ8PSg2EmzPeU6kmL3Iq_ATQChHofy8Xkn9GURg0l9deYA9uDpjUQPscPXa-w3MPqWi/s1600/clip_image088.jpg
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In Fig. 7 The choice of points.
Similarly, let us create the lower jaw. Note that the orthogonal modes Top / Bottom (top / bottom) of the upper jaw prevents us to select and edit the lower jaw. In such cases, sub trehmerschiki are hiding.
The result of squeezing the lower jaw.
The result of squeezing the lower jaw.
In Fig. 8 The result of squeezing the lower jaw.
Let <hide> the upper jaw, for this select all of the polygons, and then click Hide Selected (to hide the selection) in the rollout, Edit Geometry, as you may have guessed Unhide All button is used to return to the screen the hidden sub-objects selected level.Tool to hide the isolated segments.
In Fig. 9 tools to hide the isolated segments.
Result.
Result.
In Fig. 10 results.
Now create the lower jaw in the same way that created the top. Then again, with the Extrude tool squeeze the neck, or, in general, all other parts of your model.
Modelling of the lower jaw.
Modelling of the lower jaw.
In Fig. 11 Modelling of the lower jaw.

Simulation of the neck.Simulation of the neck.Simulation of the neck.
In Fig. 12 Simulation of the neck.
Finally, before detailed, domodeliruyte basic volumes and specify the proportion of your mesh.
The resulting crude model of Pluto.The resulting crude model of Pluto.
In Fig. 13 The resulting crude model of Pluto.
Step 5: Detailing
Thus, the overall shape is ready, start detailing. You probably already noticed that our object is symmetrical, so in order to ease the task of sufficient detail to simulate only one half, and then flip to another.
Sketch of Pluto.
In Fig. A sketch of Pluto.
Remove half of your model exactly in the axis of symmetry, then select the modifier Symmetry * (symmetry) of its stack. Designate the axis and the direction so as to again see the entire object. Now all the changes that we will produce in one half, Symmetry will automatically display in another.
Using the tool Symmetry.
In Fig. 2 Using the tool Symmetry.
* In older versions of the program for this purpose was a modifier of Mirror (mirror).
Come back from the simple to the complex, and primarily simulate wrinkles on the nose. Obviously, we do not have enough points to make a bulge. We could use the cutting plane, but it's not very convenient, because then we would remove the extra sub-objects in the lower jaw.
An example of unnecessary steps Slice.
In Fig. 3 Example of unnecessary steps Slice.
Instead, we choose some edge in areas where need additional rows of dots and connect them to the middle of using the Connect(connection) rollout Edit Edges. Connect to the Slice advantage is that we do not have to create a vicious series of sub-objects, you can simply connect the individual, we need an edge or point. Now pull the newly created vertices, so that the folds were obtained.
Tool Connect.
In Fig. 4 Tool Connect.
The simulation results of the folds.The simulation results of the folds.The simulation results of the folds.
In Fig. 5 The simulation results of the folds.
There are cases when the edges must be added directly by drawing them on the grid. For these purposes, is a tool Cut (Cut) from the scroll Edit Geometry.
Cutting tool.
In Fig. 6 cutting tool.
Create thus the lower contour of the lips and oral cavity, in the place where you clicked Cut will put a new one and connect it with the previous one. If you cut should be possible to rely on existing points or edges, so as not to create unnecessary extra sub.
Path Selection.Path Selection.
In Fig. 7 Path Selection.
Now select the polygons above the cut contour, squeeze them with the Extrude and by moving the point model the lower lip.
Extrusion of the circuit.Extrusion of the circuit.
In Fig. 8 Roll the circuit.
Similarly, the oral cavity create
Creation of the oral cavity.Creation of the oral cavity.
In Fig. 9 Establishment of the oral cavity.
Do not forget to remove the extra point near the corner of his mouth. Removal of entire grid nodes without losing connection - a very complicated process, so closely spaced points can be <weld> using the scroll Collapse Edit Geometry, which reduces the selected sub-objects at one point.
Welding points.
In Fig. Welding of 10 points.
The result of the welding.The result of the welding.The result of the welding.
In Fig. 11 The result of the welding.
As you can see the same problem in Editable Poly can be solved in different ways. You can work as one, and in several places at once form and order of each may be his. You need to learn to find the best methods of editing a form in each individual situation.
Likewise, combining different ways of working with subobjects prepare the grid for the other parts: eyes, eyebrows, back of the head and base of the ear. Make a depression in the lower jaw.
Simulation of the ear.Simulation of the ear.
In Fig. 12 Simulation of the ear.
Simulation of the occiput.Simulation of the occiput.
In Fig. 13 Simulation of the occiput.
Simulation of the eyebrows.Simulation of the eyebrows.Simulation of the eyebrows.
In Fig. 14 Simulation of the eyebrows.
Modeling of an eye.Modeling of an eye.
In Fig. 15 Simulation of the eye.
Step 5: Smoothing
Once all the parts are ready, we will see that the resulting shape, and even remotely resembles the original, but it still seems too broad and rough. It's time to smooth out all irregularities, using modifier Mesh Smooth. Applying it, place in the book value of Subdivision Amount Iterations = 3, and look what happened.
The result of smoothing.
In Fig. The result is a smoothing.
* Attention! Increasing the number of iterations may hang the computer, due to the fact that, after smoothing the number of planes in the grid will increase by several times.
Mesh Smooth modifier works as follows: the thinner the grid, the greater the radius of curvature. This is explained by the fact that the modifier in the calculation is based on the size of the landfill.
Examples of anti-aliasing.
In Fig. 2 Examples of anti-aliasing.
Step 6: Working with a smoothed form
In some places in the folds of our model should be clearly sharper. Due to specific modifiers Mesh Smooth, for sharp bends of sufficient seal the grid in the right places.
Identification of problem areas.
In Fig. 1 Definition of problem areas.
For such a local infill easy to use tool Chamfer (bevel) of the rollout Edit Vertices / Edit Edges. Chamfer applied to the points and edges, and works as follows:
Chamfer tool.
In Fig. Two bevel tool.
The result of the tools Chamfer.The result of the tools Chamfer.The result of the tools Chamfer.
In Fig. 3 Result of the tool Chamfer.
In those places where the use Chamfer difficult you can use the familiar instrument of Cut. Seal the grid in places where they should be crisp folds or creases.
The result of the Cut.The result of the Cut.
In Fig. 4 The result of the Cut.
Do not forget that at this stage, we work closely with Mesh Smooth, so you need to periodically return to the top level of the modifier stack and check what it looks like the shape after smoothing.
There are situations where the model between the parts must be perfectly clear border, but as you can see, Mesh Smooth modifier default smooths the entire form as a whole, and its application to individual polygons leads to deterioration of the grid. To solve this problem, use the method of smoothing groups.
Determination of the boundaries.
In Fig. 5 Determination of the boundaries.
The method consists in the fact that we celebrate the individual polygons, thereby forming a group, smoothing the boundary between the polygons that will not be made, in other words, joining groups in places we will see a sharp break in the form. For the separation of groups is the section Smoothing Groups (smoothing groups) scroll Polygon Properties.
Smoothing groups.
In Fig. Group of six anti-aliasing.
The result of applying smoothing groups.The result of applying smoothing groups.
In Fig. 7 The result of smoothing groups.
When working with smoothing groups should be very careful, because apparently they are poorly distinguishable, except for the appearance in the form of new landfills, they are assigned automatically, so before you start, make sure that the distinction belongs to the whole grid is the same group. In practice this is done as follows: assign the whole head first group of anti-aliasing, and the polygons that form the eye, the second one, go to Options and check the Mesh Smooth there Smoothing Groups, to enable anti-aliasing in groups.
Step 7: The missing part
Once you have modeled the most complex grid (in our case directly to the head) begin to create the other parts. First, select and create the most significant (nose, ears, eyes). Then move on to less important and visible (tongue, collar).
List of missing parts for model Pluto (ear).List of missing parts for the model of Pluto (the language).List of missing parts for the model of Pluto (the collar).
In Fig. A list of the missing parts for model Pluto.
Do not forget about symmetry! You do not need to simulate each ear separately!
Step 8: Combine parts of the model
So to create a form of the head of Pluto, as if finished, but it consists of separate parts, each of which is, in essence, is an independent model. We also need to output a single-piece model of the head. To associate all the parts into a single object, use the Attachcommand of the rollout Edit Geometry.
The instrument of accession.
In Fig. An instrument of accession.
It is important to note that after you bind all the parts into a single object, they do not completely lose its independence. After the command Attach new mesh included in the model as an element hotel. You can select items on the level of editing Element, and, if necessary, again to disconnect them using the scroll Detach Edit Geometry.
Tool disconnection.
In Fig. 2 Tool disconnection.
The result of the instrument Attach.
In Fig. 3 Result of the instrument Attach.
In the last step can already be applied to your model materials, lighting options and make the necessary imaging angle.
The result of the above model.The result of the above model.
In Fig. 4 The result of the above model.
Part III: Key error
And finally, before issuing a job, let's look at the main errors occurring during the simulation. It is not hard to guess that they are all connected with the organization of the grid.
The first mistake - a different density of the grid in places with the same detail. In this case, obviously, it will be difficult to find the necessary number of iterations in the smoothing. In addition, a grid is more difficult and longer to edit.
The following error - this is a nonuniform grid - in which the distance between the rows of dots is illogical and random orientation of the sub. Since it is simply inconvenient to operate. Do not run your screen! It is always better to spend the time and level
It is undesirable to leave the grid and the triangles <asterisk> - a few triangles with common vertex. When smoothing such elements pull together on a grid, forming a groove, and if the use of triangles in particular cases is acceptable, then the appearance of <asterisk> should be avoided.
The grid is considered rude, if it contains <broken> polygons or polygons with more than four vertices. The software automatically splits such polygons into triangular and quadrangular, and does it quite arbitrary, so in places where there are subobjects you lose control over the form.