Joan of Arc Lw 002oct05
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Transcript of Joan of Arc Lw 002oct05
page 94 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Joan of ArcWe bring you Michel Roger’s famous ‘Joan of
Arc’ tutorial in Lightwave, if you are a Max user
and this is new to you the original is fee and
can be found in French as Michel’s site http://
mr2k.3dvf.net/ and in English at www.3dtotal.
com.
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him and next month we will be
interviewing the man himself!
Issue001 Sep 2005Modeling of the Body - Body
Issue002 Oct 2005Modeling of the Head
Head, Ear & Assembly
Issue003 Nov 2005Modeling of the Accessories
The Sword & Armour Legs
Issue004 Dec 2005Modeling of the Accessories
Armour Bust, Hair & Glove
Issue005 Jan 2005Modeling of the Accessories
Accessories & UVW Mapping - Bases
Issue006 Feb 2006UVW Mapping
Sword, Clothing, Armour & Body
Issue007 Mar 2006Texturing & Hair
Eyes & Skin & Hair
Issue008 Apr 2006Bones & Skinning
Bases, Hierarchy & Skinning
Download the Face and Ear Images for mod-
eling Joan of Arc from the 3dcreative web site
here:
face_front.jpg face_profile.jpg ear.jpg
page 95 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Joan of Arc by Michel Roger
remade for lightwave by Vojislav Milanovich
Welcome to the Lightwave version of this Joan
of Arc tutorial. This tutorial has been recreated
from the original 3dsmax version which Michel
Roger produced on his Joan of Arc model
which is on his site here http://mr2k.3dvf.com.
Modelling the HeadIn the second part of the tutorial we are go-
ing to model the head of Joan of Arc tutorial
complete with the ears. New and pretty non
standard way of modeling is approached.
1 - Select Edit-Backdrop Options from the
upper left main menu in LW Modeler (shortcut
“d” and Backdrop tab) to bring up backdrop
options menu. For BL (bottom left or Front
viewport) load up tete_face.jpg. Choose
512 for Image resolution and turn on Pixel
Blending. Do the same for BR (bottom right or
Right viewport) and load tete_profil.jpg. From
Presets menu choose Save All Backdrops and
save it under face.cfg so you can quickly load
them later.
2 - Before we start here is a small sketch of the
polygon flow that is going to be created. This
way we can plan ahead structure of the model
and avoid problems that might come with facial
expressions and animation.
3 - Activate Box tool from the Create-Primi-
tives-Box (Shift+x) and in the Front viewport
draw small rectangular shape shown in image.
4 - Using the Drag tool (Modify-Translate-Drag
or simply Ctrl+t) adjust the shape of the rectan-
gular to fit the one in the image.
5 - In Front viewport select two most right
points and extend them three times using
Mulitply-Extend-Extender Plus tool (e) and
adjust the shape with Drag (Ctrl+t) tool to fit
the image.
Continue extending and adjusting until you
go around the eye shape like it’s shown in the
image.
6 - Weld points shown in image using Detail-
Points-Weld Points (Ctrl+w)
page 96 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
7 - Using Drag tool adjust points to fit Front
and Right view shown in image.
8 - Select polygon shown in image and copy it
into another layer.
Select layer two and move (t) the copied poly-
gon above top lip of the background image.
9 - Using the same extending method (Ex-
tender Plus or “e”) extend and adjust (Drag or
Ctrl+t) two times until it fits the image.
10 - Continue extending and adjusting around
the lips until you reach the middle of the bot-
tom lip.
11 - Select the three beginning points of the
upper lip, extend (e) and adjust them to fit the
image.
12 - Cut the polygons from the layer two into
layer one. Select 4 points in order shown in im-
age and create polygon with Create-Polygons-
Make Polygon (or “p” shortcut).
Do the same for the points marked in the im-
age.
13 - Use Extender plus to extend points shown
in image. Adjust them to fit the image.
Repeat the same step for the points marked in
image.
14 - Select polygons shown in image and
apply Multiply-Subdivide-Cut (Shift+u) with 5
cuts.
15 - Select polygons in image and repeat Cut
page 97 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
(Shift+u) with 3 cuts shown in image.
16 - Using the Knife tool (Multiply-Subdivide-
Knife or Shift+k shortcut) make 3 cuts in the
selected polygon.
Beginner note: When you activate the Knife
tool, you need to drag the area of cutting.
Once you are done with that, you can adjust
beginning and end sides of the knife by left
clicking and dragging on the end points, you
can move whole knife by left clicking and
dragging line that connect ends. You add more
cuts by right clicking on the polygon where you
want more cuts.
17 - Use the Weld Average (Detail-Points-Weld
Average) tool to weld points shown in image.
18 - Geometry after welding.
19 - Use the Drag (Ctrl+t) tool to adjust the
geometry to fit the image. Save your work and
take a break!
20 - Make two extensions like in image using
Extender Plus (e) and Drag (Ctrl+t) or Move
tool.
Using Weld Average weld points shown in
image
21 - Make another two extensions with Ex-
tender Plus tool (e)
Weld Average points shown in image
22 - Select 4 points in image and hit “p” to
create polygon. Repeat the same for 3 points
that surrounds the empty area left behind.
Remember to select points in clockwise man-
ner in order to create polygon facing in correct
direction.
23 - Use the Drag tool (Ctrl+t) to adjust geom-
etry.
page 98 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
24 - Extend and move shown points to create
bridge of the nose
25 - Select newly created polygons and use
the Knife tool (Shift+K) to make a cut like in
image.
26 - Use the Weld Average tool to weld shown
points.
27 - Using the Drag tool adjust points to fit the
image.
28 - Make another extension like it’s shown in
image.
29 - Make two more extensions like in image
and adjust the points to fit the view.
30 - Select the 13 points shown in image and
activate Detail-Points-Set Value (shortcut “v”),
check X for axis and make sure you have 0m
for the value.
Beginner note: We are going to mirror the left
to the right side of our model. To make sure
they mirror correctly we must set all points
that are laying in the middle of our model to
absolute zero value at X axis.
31 - Activate Mirror tool (Multiply-Duplicate-
Mirror or Shift+v shortcut), set axis to X, make
sure all values are zero and check Merge
points if it isn’t.
32 - Now we are going to add eyeballs to help
us adjust eyelids. Switch to layer two and put
head model in the background. Activate ball
tool from the Create-Primitives-Ball (Shift+o).
Set Type to Globe, Axis to Z, 28 for Sides, 14
for Segments and make it 8cm for X,Y and Z
radius.
33 - With Move (t) and Rotate (y) adjust the
eyeball to fit the image. Press Shift+v to mirror
the eyeball to the other side of the model.
34 - Press apostrophe key (“) to swap fore-
ground and background layers. Press Tab key
to turn SubPatch mode. Turn the Symmetry
mode on (Shift+y) and use the Drag tool to
adjust top and bottom eyelids to the eyeball
sphere. It’s good idea to save your work now.
page 99 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
35 - Extend and adjust points shown in image
seven times to create cranium of the head.
36 - Select end points of extrusion, press “v” to
bring Set Value requester, set zero for X value.
Tap “m” key to bring merge points requester,
set Range to Automatic and click OK. You
need to get “3 points eliminated” message.
37 - Continue extending cranium of the head
like it’s shown in the image. Repeat the step
36 for ending points of new extension.
38 - Select points that surrounds seam be-
tween two extensions we just created. Hit “m”
to bring Merge points panel, set Range to fixed
and enter Distance of 2 cm, hit OK and the
seam is fixed.
39 - Last series of extensions to build the top
of the cranium.
40 - Again select points and merge them to fix
the seam.
41 - Exit Symmetry mode and create two poly-
gons shown in image.
42 - Select newly created polygons and cut
them in half using Knife tool (Shift+K)
43 - Select points shown in image and hit “p” to
create polygon
44 - Select 5 polygons we just created and hit
Shift+v for Mirror tool, press “n” for numerical
requester, set axis to X, and make sure all
centers are set to zero to mirror them to the
other side. Press “m” to bring Merge points
requester, set Range to Automatic and click
OK. Enter Symmetry mode (Shift+y) and make
necessary adjustments, if they are needed,
with Drag tool.
page 100 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
45 - Extend these points four times for the chin
and the jaw base.
46 - Continue extending five more times to
create the jaw.
47 - Select end points for the jaw extension,
hit “v” for Set Value and enter 0 for the X axis.
Press “m” for Merge Points, choose Automatic
and click OK.
48 - Exit Symmetry mode (Shift+y) and create
four polygons shown in image.
49 - Select newly created polygons, press
Shift+v for Mirror tool, press “n” to bring nu-
merical requester, set axis to X, all centers to
0 and close the numerical panel. Press “m” for
Merge points, set to Automatical and click OK.
50 - Hit Tab to enter SubPatch mode, enter
Symmetry mode and using the Drag tool tweak
the points to adjust the chin. Save your work!
51 - Create polygons shown in image.
52 - Select polygons shown in image and ap-
ply Multiply-Subdivide-QuickCut1
53 - With Multiply-Subdivide-Cut tool make
two cuts on four polygons under the lower lip.
Uncheck the terminate cuts box.
54 - Select 3 polygons shown in image and
apply Multiply-Subdivide-QuickCut1
55 - Select 2 polygons shown in image and
page 101 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
apply Multiply-Subdivide-QuickCut1
56 - Weld points shown in image.
57 - Create three polygons shown in image to
fill the gap.
58 - Use the knife tool (Shift+k) to cut the poly-
gon shown in image.
59 - Weld these points.
60 - Make polygons shown in image. Merge
polygons marked with green in image using
Detail-Polygons-Merge Polygons (Shift+z)
command.
61 - Use Drag tool to adjust the points to fit the
image.
Note: At this point it’s not the bad idea to delete
the right side of the model from the front view.
You can always mirror the model later to make
sure it’s symmetrical.
62 - Make sure that middle points are aligned
to 0 on X axis (“v” for set value) and mirror the
model (Shift+v followed by “n” for numerical
requester). Press “q” to change surface, enter
the Head for the surface name, give it some-
what blue color, set both diffuse and specular
to 100%, and turn on smoothing box. This way
you’ll be able to easily spot imperfections in
model, so you can fix them by dragging points.
63 - Cut the shown polygon in half using Knife
tool (Shift+k) and merge marked points.
64 - Create three polygons in image.
65 - Select these three polygons and apply
QuickCut1 to them.
66 - Use Drag tool to adjust points created with
cut.
page 102 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
67 - Select bottom three polygons and apply
QuickCut1.
68 - Weld these points.
69 - Select shown polygons and apply Quick-
Cut1.
70 - Adjust the shape of the nose so it fits the
background image.
Note: If you want to see through solid geome-
try in Modeler, go to Surface editor and change
the surface transparency to 50 or 75%.
71 - Since Modeler does not support n-gons
(polygons with more than 4 points) there is a
little fix that needs to be done. Select points
shown in image. Leaving points selected,
switch to polygon mode (Ctrl+h) select poly-
gon that both points belong to and activate
Multiply-Subdivide-Split. Edge is automatically
created leaving 5 sided polygon split in two.
Note: You may want to fix symmetry now by
deleting the other side of the model and mirror-
ing the correct side. Remember to save what
you have done so far.
73 - Select four polygons shown in image and
apply QuickCut1 (Mulitply-Subdivision-More-
QuickCut1)
74 - Select five polygons shown in image and
apply QuickCut1
75 - Weld (Ctrl+w) marked points in order
shown in image.
76 - Use the Drag to adjust the shape of the
nose
77 - Select these two polygons and apply
QuickCut1
page 103 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
78 - Use the Knife tool on the polygon next to it
like it’s shown in the image
79 - Weld selected points
80 - Use the Knife tool to cut this polygon in
half.
81 - Select marked polygon and remove it
(Construct-Reduce-Remove-Remove poly-
gons, shortcut “k” or Delete key to delete it)
82 - Press “m” to bring Merge Points panel.
Select Automatical and click ok. Press “w”
shortcut to bring statistics window. Switch to
Polygon Selection mode and click the small “+”
sign next to 2 Vertices to select all polygons
with two points. Hit “Delete” key to remove
them.
83 - Select 6 points that surrounds the hole of
the nostril. Tap “e” to extend them, and move
them up a bit and scale them to about 75% of
the original.
84 - Nostril hole after extending.
85 - Use the drag tool to adjust the shape of
the nostril and fix geometry if needed.
86 - Onto the mouth now. Select points that
surround the mouth hole. Hit “e” once to ex-
tend and use Stretch tool (Modify-Transform-
Stretch, shortcut “h”) and Move to adjust it in
the middle of the mouth.
87 - Select two polygons shown in image and
activate Bandsaw tool (Multiply-Subdivide-
More-Bandsaw. Set value to 0.5 to cut it in
half, check Enable divide box and click OK.
page 104 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
88 - Activate Symmetry mode and use the
Drag tool to tweak the mouth shape.
Look of the mouth after adjustments.
89 - To finish the eyelids, select the points that
surround eyeball hole. Hit “e” to extend them,
and move them slightly backward. Hit “e” and
move backward one more time.
90 - Select four polygons of the upper eyelid
and apply QuickCut1
91 - Exit Symmetry mode (if you’re in it) and
weld two points marked in image. Do the same
on the other side of the model.
92 - Enter Symmetry mode, hit Tab for Sub-
Patches and tweak eyelids.
93 - Extend (“e”) and adjust (Drag tool) four
times to create back of the neck.
94 - Select seam points on both side of the
model and hit “m” for Merge points. Activate
Fixed range and enter value of 5 cm or higher
and the seam is fixed.
95 - Using Extender plus make 3 more exten-
sions like it’s shown in image. Adjust the to
make nice round shape for the neck.
96 - Select end points of last extension, hit
“v” to bring Set Value requester, check X axis,
set value to zero and click OK. Press “m” for
Merge Points, set range to Automatic and click
OK to fix the ending seam.
97 - Exit Symmetry mode. Select two polygons
shown in image and apply Bandsaw tool to the
(Multiply-Subdivide-More-Bandsaw).
page 105 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
98 - Weld Average points shown in image. Do
the same for the other side of the head.
99 - Create polygons shown in image. Select
them, press Shift+v, followed with “n” for mirror
and “m” for merge points. Finally select newly
created polygons, tap “q” for surface, choose
Head surface and click OK to ensure that
newly created polygons are the same surface
name like rest of the head model.
100 - Enter Symmetry mode. Select marked
polygons and apply QuickCut1 to them.
101 - Drag selected points down to adjust
geometry.
102 - Select marked polygons and apply
QuickCut1. Again, adjust two sticking points to
align with rest of geometry.
103 - Select these polygons and apply Spin-
Quad tool (Ctrl+k) twice to fix the geometry.
104 - Exit Symmtery mode and weld these two
points. Do the same on the other side of the
model.
105 - Enter Symmtery mode, select these
polygons and apply SpinQuad (Ctrl+k).
106, 107, 108, 109 Use the Drag tool to tweak
the shape of the neck and jaw area. Once
you’re satisfied with result, save your work and
take a well deserved break.
page 106 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Modelling the Ear110 - Modelling an ear is a little daunting
because it is undoubtedly the part of the hu-
man body with the most characteristic details.
However it is not so complicated if broken
down step by step. As usual a drawing allows
you to locate the details with for modeling.
There are no two ears identical but they all
have approximately the same characteristic
details. EDITOR’S NOTE: This is taken from
the original tutorial.
Open Backdrop properties panel (“d” for
Display properties and choose Backdrop tab)
and load up orielle.jpg as BR (bottom right)
backdrop image. Set 512 for image resolution
and click Pixel blending if you wish. Save your
backdrop for later usage.
111 - Start with a simple rectangle as we did
when we started of the head model.
112 - Select two top points and extend (Ex-
tender Plus or “e”) them and adjust (Drag tool)
4 times along outer edge of the ear.
113 - Continue extending and adjusting until
you get all around ear sketch. Weld end points
to join the first and the last rectangle.
114 - Repeat extending for interior part like it’s
shown in the image.
115 - Select marked polygons, hit “e” and
move them slightly backward.
116 - Extend and adjust these points to create
the “slope”.
117 - Create polygons shown in image.
118 - Extend and adjust selected points.
119 - Select marked polygon and delete it.
page 107 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
120 - Weld marked points.
121 - Create polygons marked on image to fill
the gaps.
122 - Continue filling the holes of the inner part
of the ear.
123 - Press Tab key to turn SubPatches and
make necessary adjustments.
124 - Use Drag to adjust the ear from nice flat
one to more anatomically correct one.
125 - Fill in the hole by creating quads and
triangles.
126 - Select shown polygons and apply Quick-
Cut1 to them.
127 - Weld marked points
128 - Extend (“e”) selected points and move
them slightly backward. Scale them to about
95%.
129 - Select marked polygon. Activate Smooth
Shift tool (Multiply-Extend-Smooth Shift or
Shift+f), just click, don’t move, once on the
polygon. Move newly created polygons inside
the ear and auditory canal is created.
130 - Using the Drag tool tweak the shape of
the ear, until you are satisfied with the result.
Don’t forget to save your work.
Beginner note: This step requires certain
knowledge of anatomy. If this is the first time
you are modeling the ear, don’t be frustrated if
it doesn’t look great. All ears are different, so
you can’t be too wrong. Take a look at ears of
page 108 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
people around you (just don’t stare to long :)
Learn to see and to observe and you’ll learn
to create.
The AssemblyIn this part we are going to attach ears to head
and head to the body to complete our model.
131 - Load your Joan of Arc head model in
Modeler. Switch to the next empty layer. Click
File from the left upper main menu and choose
Load Object into Layer… command and load
ear model. Put the first layer into background
so we have a reference to work from.
132 - Scale and move ear so it is in correct
proportion to the head. Swap background and
foreground layers by pressing apostrophe key
(‘). Select marked polygons of the head model
and delete them.
133 - Swap layers again (‘) Select marked
points and delete them
134 - Select points that form inner edge of the
ear. Press “e” to extend them once and scale
them and move slightly to the head.
135 - To simplify geometry weld points as it’s
shown in image.
136 - Arrange inner points of the ear to form
nice round shape.
137 - Align the ear to the head.
138 - Select two points of the inner edge
shown in image and activate Select loop
(View-Selection-More-Select Loop to select
all edge points of the ear. Copy (Ctrl+c) them
and paste (Ctrl+v) into the first layer (one that
contain head model).
139 - Select polygons shown in image and
apply QuickCut1 to add another edge to the
model.
140 - Weld these two points to avoid five
points polygon.
page 109 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
141 - Select polygons that surround ear gap on
the head model. Activate View-Selection-Invert
to invert the selection. Activate Hide Selected
(View-View-Hide Selected, shortcut “-”) to hide
all the polygons we don’t need for next few
steps.
142 - Maximize Right Viewport and switch
view to Wireframe so you can see polygons
and points pasted from the ear model. Create
polygons like it’s shown in the image.
143 - Copy the ear model into layer that
contains head. Hit “m” to bring Merge points
requester, select Automatic for Range and
click OK. You should get “12 points eliminated”
message since we copied 12 points from the
ear.
144 - Activate View-View-Unhide (“\”) to show
all the polygons. If it’s needed make adjust-
ments with Drag tool around the ear shape.
Finally press “q” to assign the same surface
name for whole model (“Head”). Save your
head model, as we going to need it in next
steps.
145 - Now we are going to attach the head
model to a body. Like we did before, select
next empty layer load up your body model
that is built before using File-Load Into Layer
command. Open Background Options and load
Joan of Arc body background preset.
EDITOR NOTE: Here you might want to put
link to provided finished models so someone
who hasn’t went through last months issue
(Modeling the body) can proceed with following
tutorial steps.
146 - Swap layers (‘) and scale and move the
head so it fits background image. Be sure not
to move it on X axis (holding Ctrl key while
moving will lock movement to one axis only). It
is good idea to make your Action Center mode
to Selection (Bottom menu-Modes-Action
Center: Selection or Shift+F8) so your model
won’t be moved while you are scaling it.
147 - Cut and paste the Body model into first
layer. Weld points shown in image to fix the
difference in point count of both body and head
ends.
148 - Build polygons to fill the gap between
neck and body.
149 - In the front view delete whole your right
hand side of the model. Be careful with selec-
tion and ensure only polygons laying on the –X
page 110 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
side of the model are deleted.
150 - Carefully select points in the middle
of the model. Press “v” to bring Set Value
requester and enter 0 for the X value to ensure
that all middle points are laying exactly in the
center of the model.
151 - Activate Mirror tool (Multiply-Duplicate-
Mirror or Shift+v shortcut). Press “n” for
numerical panel, set X for Axis, zero for Center
X,Y and Z values, check Merge Points box and
close the numerical panel. This way we ensure
the model is perfectly symmetrical.
152 - In Perspective viewport check if model
sides are perfectly seamless. Don’t forget to
save your work.
Next Month:Modelling of the Sword & Leg Armour
Tutorial Remade in Lightwave by
Vojislav Milanovich