Thursday, January 17, 2013

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 object
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.
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 
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.
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).
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.
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.
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.
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.
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.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 
,Select and Rotate Select and Uniform Scale.
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:
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.
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.
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.
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.In Fig. 7 Removal Tool.
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.
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.
In Fig. 2 Tool extrusion.
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.
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.
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.
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:
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.