| Tutorial
- Brachiosaurus marcus@universe-3d.com |
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| Used Tools in Modeler: Estimated time: 1 Std 45 min; pure Model time: 45 min Difficulty: Novice and Advanced Hello and welcome to my "Jurassic Park" Tutorial. I am glad that you have chosen my tutorial. This tutorial will guide you from the beginning of box through each step of modeling and texturing to have a ready and impressive Brachiosaurus. I already disclaimed with what tools we will have to work. Let me give you some ideas what the tools do:
Well, so long. I assume that you know where to find all the buttons in modeler so i don't explain where the buttons are but as u will see i give always the key shortcuts so it should be easy to find what you need. Let's start the party.. |
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1. The "MAGIC"
Box |
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| 1.1 Open modeler and be sure that the four views are named as followed: Left top: Top So, after we have set up everything, let's start. Like in the jurassic time even, as life had begun from protozoa
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| TIP: press the o-key and change the undo-level to 128. This ensures you to have 128 undoes instead of 8. This can be a LIFESAVER :) |
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| Just deselect the numeric tool. If you think the box is way too small, then just press the A-Key and the whole object will be visible in the maximum view size in all viewports.Lets rush to the next step... |
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| 1.2. Ok now where we have done the basics let's go the shape of the main body. Hit the Drag Function or the STRG-T key. Now start dragging the points which build the outer seam of the body in the right view port and bring it into the shape of the dino torsos. Just click the points you wanna move with the drag tool and start building the shape. After a short while u should have something like ref.:1.2 |
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| 1.3. Now we have to define
the shape of the brachiosaurus body in the Back View. But consider that
in big projects it's a MUST to go the fastest way of modeling to accomplish
the deadline goals. Time is money. Lemme give ya an insider trick: |
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| Keep that always in mind. It all depends of course of the object you want to model. That saves a lot of time. Be sure that the left seam of the object is always on the 0-x-axis which will be the mirror-axis later. If possible don't touch the points on that axis in the x-direction. Select now the right points(ref.:1.3) of the Object. Press space-bar once to reset the mouse pointer. Then press and keep the Right Mouse button (further called RM) pressed (lasso-function) and now draw a circle around the yellow highlighted points from ref.:1.3. When done, release the RM and the points get highlighted. |
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| TIP! After you've selected the points/polygons and you think you could have added some more, don't worry just keep the shift-key pressed and start selecting the missing points/polys :) With the shift button u can add points/polys to your selection. |
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| 1.4. Select the Magnet-Tool (shift+.).Yeah baby, its getting into deep now ... Now it's time again for the N-key. A requester(ref.:1.4b) appears,
where we have just to tweak the "fall off" a bit to get a spherical
look to the points we want to use the magnet-tool on. The yellow points(selected
points) will get into the shape of the Magnet-circle(blue line). This
is also shown by the "gray bell" in ref.:1.4b. The RM activates the
radius of the Magnet-Tool. While pressing and holding down the RM you
can change the radius. You should move to the middle of the selected
points and then hit the RM and drag it to the top of the last selected
yellow point like in ref.:1.4a. The result should look like ref.:1.4c. |
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| TIP! If you press the N-key while using the move tool u can set also a fall off. Try and play around with that so u get a feeling for it. |
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| 1.5. We keep the points selected and pick up the Drag-Tool (strg-t). Lets drag some points to build the final shape for the dino's torso(ref.:1.5). Here u need to select and deselect some points. Actually you can move any point you think it has to be moved so it looks like the torso of our Brachiosaurus. At the end the object should look alike that in ref.:1.5. Try to prevent sharp edges. Now the basics are done and we ar not that far anymore from our final goal. Let's go into the next round... |
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| 2. modeling the legs |
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| 2.1. Without its feet the dino can't walk, so
we are going to model some legs now. Have a look at the second polygon
using the Front-View. We will modify this one using the Bevel-Tool
(b-key) to bevel-out a leg. |
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| Whilst we are happily beveling out
our leg, we notice that the foot is following a weird path. But we have
a solution for this: the Rotate-Tool (y-key). The small black
crosshair is the center around which the selected geometry can be rotated.
Don't hesitate to use this tool on the selected polygons, so our feet
is parallel to our (virtual) ground again. (for our impatient companions
who beveled further already, select the leg to the polygon of your wish,
and rotate everything until it fits again.) Now for the leg at the back ... We will create this leg using the same techniques as with the first
leg. Select the last polygon at the bottom / right and repeat step 2.1. What's still missing is the head and the tail. For those we will use the Smoothshift-Tool and the RailExtrude-Tool. |
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| ref 2.4 |
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| 3. creation of the dino-tail |
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| 3.1. Now lets select the "butt-polygons" of our
friend. (ref 3.1). At the same time i made both polygons planar using
the Drag-Tool (parallel to the y-axis). I was doing it this way: In this new layer we will create 4 points. To do this hit the "+"-key.
The LMB will set the first point, the RMB will create the next points.
You can re-adjust the position of newly set points using the LMB again,
this will only affect the last point set without creating new points.
Of course you can re-adjust the points afterwards using the Drag-Tool. |
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| 4 points should light up in a yellow
color. (If not, then switch back into the point selection mode, now
select all the points from the left to the right). Your modeling view ports should now look similar to what i got in ref 3.2 and 3.3. If not, then analyze the whole chapter again, usually we miss the most important steps :) Now hit the shift + ' key to "flip" the layers, it means that we get
the foreground layer as our background layer, and vice versa. Now the dino mesh should display in grey, and the guidelines for the
tail should show up in black. if that's the case, the 2 butt-polygons
should still be selected. No ? Then just re-select them. But take care
that no other polygon is selected, or else we will get a mutant-dino,
a so called Tschernobyl-Dino ! |
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| There is still a little thing to adjust, we
have to delete the remaining polygons we don't need. The best way to
do that is to use the right-view port and to draw a line around them
using the RMB. This will select all 2 of them. Our dino should now look like in ref 3.4. But there's still a little thing that annoys us, the tail has a very strong twist in the hip area. You can adjust it using the drag-tool. Now we can finally delete the unwanted polygons at the middle side
of our dino. Since we want to mirror over the first half of him later,
we don't really need anything there. Just select the mentioned polygons
and press the k-key once again.
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| Hit the m-key (merge points) and then click OK. That effects that those points that share the precisely same coordinates will be merged into one single point. If you "nurb" objects (tab-key) you will sometimes see very wicked deformations, all too often this is caused by overlapping points or needless polygons. In between you should have a look at your mesh status. Enter the point
selection mode and hit the w-key (point or polygon statistics).
There is a line that reads "0 polygons...26", those are points that
are not connected to any polygons, and which are pretty useless for
us in this case. Just click at the little "+"-sign (this will select
all the points that match this criteria) and hit the del-key to delete
them. Now they are gone. But you should always double-check that you
didn't accidentally select other points before, since the little "+"-sign
adds the points to the selection, rather than completely changing it. |
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| 4. Modeling the neck |
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| 4.1. Woah, that was a damn big part, wasn't it? The dino gets some shape now. Lets do the neck/throat. Actually you
can do it like we did the tail, but i want that u see some other method
too. That way you can chose for your next projects which way is the
best. For the neck section we need the Smoothshift-Tool. That
works similar to the Bevel-Tool with the decent difference, that
bevel is applyed to each single polygon and Smoothshift is applyed to
the selected group of polygons and moves that as one solitaire polygon. |
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| Important , while pressing the
LM, is that the Stretch-Tool mouse crosshair is on the "mirror
axis" (Y-axis). |
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| 5. Modeling the head |
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| 5.1. ref.:5.1 shows the top view of the Dino. If you look at the Brachiosaurus a little closer you will notice that he has a kind of a hump as a nose. Therefore we are going to bevel the selected polygon ref: 5.1). ref.:5.2 shows the result after the bevel. Now we have to shape the head a little. Use the Drag Tool or any of the other tools you already learned to use until now to adjust the points so they look like in ref: 5.3. I only moved the points around, nothing else. It takes some experience to find the right place for them. It took me about 5 minutes for the head. To keep things easy I didn´t make any details like eyes, nostrils or mouth. This tutorial should not end up as a book. But with the tools you learned you can add detail easily. |
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| You only need the Bevel-Tool, the Drag-Tool and the Smoothshift-Tool. All these we already learned to use. Now we have to delete the polys that are not needed anymore from the neck. You should delete the polygons which show to the mirror axis. After this is done you should hit the „m“ on you keyboard. All points
that are nearer than 1mm (you can adjust this) are merged. I think I
mentioned that before *scratching head* |
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| Now we are going to add some more detail so the model looks a bit more apparent. The Brachiosaurus has ribs that everyone can see. There are also folds around his neck. We are going to make them with the Knife-Tool. Just click the Knife-Tool or press shift+k. In the side view just „cut“ like slicing bread tow or three times across the body from the top to bottom. I mean a little away from the shoulder down to the feet. The body gets more detail an we can select some new points and move them towards the Z-axis in or out. That way we get the ribs we want.(ref.: 5.5) |
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| HINT: Those who are more experienced can make this detail with the BandSaw-Tool. I am not talking about this tool too much so nobody gets too confused. |
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| Now everyone can do as he/she likes. The same can be said about the legs and the muscles that can be more detailed if wished. The Picture at the end of the tutorial shows you how more detail makes the model look more apparent. But remember what looks good to me is not always what looks good for someone else. |
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| 6. The End: Mirror, mirror on the wall... |
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| 6.1. We just have to mirror
the dino and put some textures on it.. For mirroring just press the
strg+v key and mirror the Brachiosaurus along the y-axis to its full
size.
Press Shift+v and N-Taste. Set all values to zero and chose the X-axis. Almost done is the Brachiosaurus. You can see that the throat is a bit flat and the tail is pretty big. But hey, we got the tools and we got the power to change that :) Just use the stretch tool as i described it before and bring it into the right shape. Press the Q-key to assign a texture to the dino and fill in the name. Be careful that NO other polygons are selected, elsewhise they will be assigned to the texture instead. For changing the texture and adding details u need to open the Surface Editor(strg-F3). Here u can setup everything a surface needs. Let's get the party started... |
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| TIP: While stretching, be sure that the crosshair of the mouse is on the z-axis for granted symmetrical stretching. |
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| 7. Let's get it dressed |
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| Since i got a lot of requests for some texturing, I thought I could add some texturing. Who doesn't know the problem that you have modeled a damn good looking model in modeler and then the big bang: the wrong texture screws up the entire model. That happened not only once to me. The choice of the right texture is almost as important as a good model. NOw i had to think of the best mixture how to texturize the model so you wont get bored and further you won't come to resignation. That's why i was focusing on Lightwave's® intern textures, where u can archieve impressive good results. But enough of small talk, let's hit the road and open the Surface Editor(strg-F3). Well, here are countless possibilities of setups and i will just explain those which i was using for the other please refer to your manual. I for myself found it always interesting to read tutorials where the result looked approximately like the reference but Ii never understood WHY I had to do this or that so it looked like the reference. Well I try to do it better here. ref.:7.1 shows the Surface Editor(will be further called as SE) and we will look at the first setup: |
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So, after that short introduction of how SE works you can also lookup the manual for further help. But now let's see what the "T's" are for. |
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| The 1st "T" at Color:
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| The 2nd. "T" at Diffuse: the diffuse channel has the same job to do as the color channel
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| the 3rd "T" at Specularity: same as above
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| The 4th "T" at Bump: now its getting really interesting.. Here should be said, that you need some experience in choosing the right procedural textures. Learning by doing!!!Don't be afraid!
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| That causes that the bump map will be rised instead of lowering them which is exactly what we need for the scale bumps. If you don't put the minus you will get the opposite which means that the bumps will be lowered and you get the impression that the dino is made out of stone. |
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| TIP: With that texture type u can achieve great rock or water surfaces. |
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| Now if leave the setting to the default Normal, then the first layer is displayed stronger than the one beneath the second. The additive function adds both layers with the same strength and will be "copied" into each other so they are displayed as one homogenize layer. Well, if this would be a game, then you would see : GAME OVER ... i hope u enjoyed my tutorial
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| That's how your picture could look like if its composed into a real photograph.
ADDON: The details of the legs were done with BandSaw Pro. Here u can't use the knife tool because it causes more then 4-point-polygons and then nurbing gets difficult. BandSaw Pro has the ability to select and if wanted to divide the selected polygons in a kind of a "band" - Advantage compared to the knife tool: u can add details without destroying the 4-polygon structure for better nurbing (tab-key). Well i hope i could show a way of fast modeling and happy painting and god bless [dedicated to Mr. Bob Ross who died 1996] FINISH Thanks a lot for reading and let me know if this tutorial helped you. So long yours Marcus Carra Special thanks to my friends who helped me translating this: Michael Jabbour mike.j@aon.at
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