95833923 the sworldmaster 3dsmax

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    Complete Character Ceation By

    Richard Tilburyfrom an originalcharacter by Seong-wha Jeong

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    The Swordmaster

    Is our new precise, step-by-step tutorial for

    highly polished, low polygon game character

    with detailed texturing for real-time rendering.

    We have had the tutorial created for the 5 major

    3D applications, but even if you are not a user

    of one of them, the principles should be easily

    followed in nearly all other 3D applications. Over

    the next 8 Chapters we will outline, in detail, the

    process for creating the Swordmaster you see

    on the left.

    Chapter 01

    Modeling the head

    Chapter 02

    Modeling the Torso

    Chapter 03

    Modeling the Arms & Legs

    Chapter 04

    Modeling the Clothing & Hair

    Chapter 05

    Modeling the Armour

    Chapter 06

    Mapping & Unwrapping

    Chapter 07

    Texturing the Skin & BodyChapter 08

    Texturing the Armour &

    Clothing

    Enjoy ...

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    Part 1

    Modeling The Head

    Introduction:Welcome to the rst of an ongoing tutorial

    which will run over the next eight issues and

    provide a step by step guide to building a low

    poly character based upon a model by Seong-

    Wha Jeong. Over the next eight months we

    will be covering how to build, map/unwrap and

    texture the character based upon the original.As the original model is low poly and tailored

    towards a game environment the mesh is not

    made entirely of quads and so we shall also be

    making use of a few tris in places to minimize

    the mesh density. In this rst section we will start

    by creating a simple box and then moulding it

    into the nal head shape using the editable poly

    tools.

    1. The rst step is to create a box with 4 length,

    width and height segments as shown on the

    right in Fig01. You will notice that theGenerate

    Mapping Coordsbox is checked but as we

    are going to map our mesh later on this is not

    important here. Right click on the box and select

    Convert to Editable Poly from the dialogue box.

    2. With our box now converted to an Editable

    Poly we can now begin shaping it at the sub-

    object level, ie. vertex, face, edge etc. Select the

    vertex level under selection and begin by moving

    the verts in the left or right viewports rst to get

    the rough prole shape. Be sure to keep the

    Ignore Backface box unchecked so that you

    select all the verts across the mesh, evident in

    the User viewport. In this way we can keep our

    mesh symmetrical on both sides of the center

    (Fig02). I nd it is best to work in a prole view

    and move the verts into a reasonable shape and

    then switch to the front view and do the same.

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    5. The next step is to make a start on the eyes.

    Select the two polys that are ringed in green in

    Fig05 and then click on the little square next to

    the Inset tab (highlighted in red). Click on the

    Group radio button and then simply alter the

    inset amount to form the eye shape similar to

    the image. If you select By Polygon each poly

    will be inset individually something we wish

    to avoid.

    6. With the nose and eyes underway we

    have just the mouth left to make a start on.

    Select the four polys highlighted in green in

    Fig06 and then use the Cut tool on the right

    to make four horizontal cuts (shown in red)

    emanating from a single vert. Once this is

    done simply move the new verts into positions

    to form a mouth shape as seen in the image.

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    7. The features are now beginning to form,

    albeit in a rather crude way but there is still no

    evidence of a chin so pull up some of the lower

    verts to alleviate this (Fig07).

    8. To help rene the cheek bone and nose

    shape use the Ring / Connect tools to add in

    a further cut around the head as shown in red

    in Fig08.

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    9. Now that we have a reasonable amount of

    detail it is time to delete half of our mesh and

    apply the Symmetry modier in order that we

    can work on just one half of the model and

    see the results mirrored in a duplicate. In this

    way we can ensure that the head is the same

    either side of the central line but reduce the

    number of polys that need manipulating. Begin

    by selecting the Window/Crossing icon on the

    tool bar along the top of the viewports (top left

    Fig09). Now in sub-object poly mode, select all

    of the right half of the head (make sure Ignore

    Backfacing is unchecked) by including part of

    the left side just past the central line. Delete

    these polys,go to the top of the stack and then

    apply a Symmetry modier from the modier

    list making sure the head is mirrored along the

    vertical axis as shown on the right of Fig09.

    When you go down the stack to the Editable

    poly level the duplicate will now disappear.

    Toggle the Show end result button so that

    you can see the copy and now when you work

    in sub-object mode at the editable poly level

    you will see the results mirrored (bottom right

    of the image).

    10. Now we are working purely on the left

    side of the head select the polys highlighted

    in red in Fig10 and use theCut tool to make

    two horizontal cuts joining the middle verts.

    This will help create a more convincing socket

    shape for the eye and remove the sharp angle

    apparent in Fig08.

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    11. The eye area is somewhat improved

    but we need some more detail above the

    brow so move the existing line of verts up

    slightly (yellow line in Fig11.) and add a new

    subdivision below this and the brow (green

    line) which will help form a better forehead

    shape.

    12. As we gradually rene our model we

    inevitably add more detail but sometimes it

    is useful in low poly characters to actually

    remove unnecessary detail that can be

    supplemented by a texture. At the moment we

    have six rows of polygons running over the

    top of the head more than we really need. In

    Vertex mode click on the Target Weld tab and

    weld together the line of verts running upward

    from the corner and center of the eye starting

    with the one ringed in red in Fig12.

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    13. We have partially improved the eyes and

    so should rene the other features. First thing

    is to get rid of the harsh angle under the nose

    so select the poly and apply a Bevel (Fig13).

    As we are working on a mirrored half we now

    end up with unwanted polys between the

    selected polygons. Delete these and then

    move the inner verts to line up with the central

    line using the snaps tool. One other thing to

    do is add a cut below the lips to create a better

    shape to the chin (highlighted in red).

    14. On the nose weld the middle vert to the

    one below and the one on the left to the

    adjacent corner one (Fig14).

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    15. Select an edge in line with the green line

    in Fig15 and perform a Ring/Connect once

    more resulting in another subdivision as shown

    by the yellow line.

    16. To improve the chin a bit more we shall

    make a further cut to help form the jaw line

    as shown by the red line in Fig16. You will

    also notice that the purple poly (the one we

    originally cut) is made up of two triangles. We

    can delete this and create a quad in its place

    using the Create tool in sub-object poly

    mode. This will leave only the one further back

    on this section of the jaw.

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    17. To remedy the very at underside of the

    chin we shall now make a further cut across

    from the vert in the middle (shown in red in

    Fig17). The extra verts can now be pulled

    downward to form a more rounded prole and

    the the one left of the center can be welded to

    the central one to reduce the poly count.

    18. To economise futher weld two more verts

    to the outside edge as shown by the red dots

    in Fig18. With this complete it is now time to

    create the ears so start by moving the verts

    into positions that resemble a rough shape as

    seen by the red outline.

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    19. Select the three polys that make up the

    ear shape and hold down shift and drag the

    selection outwards. This will create a copy

    and bring up a Clone dialogue box select

    the clone to element radio button and hit OK

    (Fig19). This will keep the new polygons as

    part of the head and not as a separate object.

    20. With these polys still selected in sub-

    object mode click on Extrude and give the

    ear some volume by an amount similar to that

    seen in Fig20.

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    21. We now have a rough ear shape but you

    will notice that on the opposite side there is

    a hole. To x this, copy the same selected

    faces using the same technique we have just

    used and rotate them around 180 degrees.

    Now all we need to do is attach them to the

    other side. Select the 3D Snaps tool on the

    toolbar (highlighted in yellow top of Fig21),

    right click on it and tick vertex under the snaps

    settings. Now select the vertices on the new

    faces and drag over to the corresponding

    ones on the ear to patch up the hole indicated

    by the green dots. With these verts now in

    place select all the verts on the ear and click

    on the little tab next to Weld in the modify

    panel. In the dialogue box alter the threshold

    to 0.001. You will notice that we have a

    discrepancy of 8 between the before and after

    this corresponds to the 8 verts that we have

    snapped to the other 8. We can only see 8 but

    there are in fact 16 separate ones and so by

    hitting OK we are welding this 16 into 8 and so

    reducing the count from 161 to 153. In other

    words if two verts occupy the same space they

    may as well be one.

    22. We can now attach the ear to the side of

    the head using the same technique by rst

    moving it into position, snapping the verts

    together and then welding them up. To give

    the ear a better shape scale the outward

    faces down a little and then add in a vertical

    subdivision using the Ring/Connect tools and

    move the extra verts to form more of a curve to

    the outside (Fig22).

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    23. We are almost there now! Add an Edit Mesh

    modier on top of the stack and then go into

    sub-object edge mode as seen on the right in

    Fig23. Select Turn and then start to swap the

    direction in which some edges traverse certain

    polygons by clicking on them. You can see in

    the image where edges in red have been turned

    to follow a more suitable line (shown in green

    on the right). In this way we can create better

    contours across our mesh and make sure the

    numerous planes read more accurately too.

    24. In Fig24 we can see the nal version of

    our head. There are a few verts here and there

    that could be tweaked somewhat to rene the

    shape but we have a reasonable head to build

    on. It is important with low-ply models that we

    have smooth transitions between polygons so

    that we conceal as much as possible the low

    level of detail. Hopefully you will have learnt

    enough techniques to go on and improve upon

    my model.

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    Here are some progress shots from the

    viewports, and a render of the at shaded with

    wireframe over. Next month we will continue bybuilding the torso.

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    Chapter 02

    Part 2

    Modelling theTorso

    Introduction:Welcome to the second part of an ongoing

    tutorial which will run over several months and

    provide a step by step guide to building a low

    poly character based upon a model by Seong-

    Wha Jeong. In this installment we shall start

    with the head model covered in last monthsedition and build upon the mesh to create a

    torso.

    1. If you have followed the previous tutorial on

    making the head then open that le and begin

    by selecting the bottom row of edges as shown

    in green in Fig01. Now hold down the Shift

    key and using the Move tool drag this row of

    edges downwards to make a copy. Remember

    that we still have the Symmetry modier on

    top of the stack and so are only working on the

    left half of the mesh.

    2. When you have done this start to pull the

    verts outwards to form the top of the shoulders

    (Fig02). You can see in the illustration that the

    small picture shows the positions that the new

    verts have taken up.

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    3. We are now going to make a cut across

    the front three polys to form the clavicle as

    seen by the red line in Fig03 using the same

    technique as before selecting the polys in

    sub-object mode and applying the Cut tool.

    4. Now once again select this bottom row

    of edges and Shift copy them down and

    re-arrange the new verts to form a better

    shape (Fig04). It is a good rule of thumb

    that whenever you add more detail by way

    of copying edges or adding subdivisions

    you should move the new verts into suitable

    positions before adding any new edges. It can

    save time and is a lot easier to work this way.

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    5. We have made most of the shoulder area

    already by simply copying edges and re-

    positioning the new verts and now it is time to

    start to form the top of the arm area. We need

    to make two new cuts on the front and back

    polys that form the outer edge nearest the

    left of the image. This is so we have enough

    edges from which to Extrude an arm later

    on. In Fig05 you will notice that these are

    represented by the rst cut in green and the

    second in red the new verts are then moved

    (red dots). We have now created two triangles

    by the last cut but these could be deleted and

    replaced by a quad if one so wished.

    6. Now it is time to begin forming the chest

    area by selecting the bottom row of edges on

    the front of the torso (green line in Fig06) and

    duplicating them downwards (red line in Fig06)

    using the same method.

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    7. We can do the same thing to also form the

    upper back (Fig07).

    8. Back to the front now ! Grab that bottom

    row of edges under the chest and copy these

    downwards once more but this time pull them

    inward to form the lower part of the chest

    (Fig08). Also add in a small cut indicated by

    the red line.

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    9. If we look at Fig09 we can begin to see the

    shape that the upper arm will assume when it

    eventually materializes from the hole. Before

    we close the bottom edge copy the edges

    highlighted in green to start off the abdomen

    and lower back areas.

    10. With this done it is time to seal the bottom

    of the arm area. In sub-object poly mode

    create a poly that bridges the gap and once

    this is done add a Cut and pull the new vert

    down slightly to help form a better shape under

    the arm (green line in Fig10).

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    11. We now have a complete upper torso with

    a hole ready to build our arm. All that we need

    to do now is extend it downwards to form the

    lower back, abdomen and pelvic area. Once

    again grab the lower ring of edges and copy

    them downwards (green line in Fig11).

    12. To help shape the muscle form on the

    back you could weld the vert shown in green

    in Fig12 to the one to its left. This will form a

    triangle and follow the shape of the muscles

    running downwards from the shoulder blades.

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    13. Now select the bottom row of edges once

    more and copy these downwards by quite a

    way (Fig13).

    14. What we will do next is add a few

    subdivisions across the new section of polys

    we have just made. So in Edge mode select

    any of the vertical edges (green line in Fig14)

    and click on Ring/Connect and add in three

    segments as shown in the dialogue box.

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    15. The next thing to do is to simply manipulate

    the newly created verts into positions that

    form the shape of the lower torso and top of

    the buttocks (Fig15). Is is best to do this in

    the same way we began moulding the cube

    into a rough head shape, ie. move the verts

    rst in the front view and then in the prole

    view before tweaking them in the User or

    Perspective viewports. The illustration shows

    a prole and front view which will give you a

    good idea about the positions of the verts.

    16. The last thing to do before we start to make

    the arms and legs is add a small cut across

    the base of the buttocks in order that we have

    a little more geometry to deform when the

    character is eventually animated. This will help

    smooth the curve of the leg when it is extended

    (Fig16). You can see in the illustration that the

    added cut (in green) has helped the curvature

    when the legs are extended, evident in the

    screen shots above. You will also notice that I

    have added another cut (in red) above to help

    the creasing in this area. It is always worth

    remembering that it helps to have more detail

    around all joints as these polys are subject to

    more stretching and movement. In the case

    of the red cut, I have created two triangles on

    the side of the leg as this pattern will be used

    around the knee (the reason for which we will

    see in the next tutorial) but you could in fact

    have just made a cut to the lower vert creating

    only a single triangle. Conguring polys

    around joints is often determined by the types

    of animation required and it is sometimes

    worth attaching a skeleton to the model before

    it is nished in order to test the mesh.

    This concludes the torso section of the tutorial

    and next month we will go on to build the arms

    and legs to complete the body.

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    Fig01

    Fig02

    Part 3

    Modelling the Armsand Legs

    Introduction:Welcome to the third part of an ongoing tutorial

    which will provide a step by step guide to

    building a low poly character based upon a

    model by Seong-Wha Jeong. In this installment

    we shall start with the torso covered in last

    months edition and build upon the mesh to

    create the arms and legs.

    1. If you have followed the previous tutorial on

    making the torso then open that le and begin

    by selecting the edges as shown in Fig01. Now

    hold down the Shift key and using the Move

    tool drag this row of edges downwards to

    make a copy. Remember that we still have the

    Symmetry modier on top of the stack and so

    are only working on the left half of the mesh.

    2. In the next step move these edges inwards

    and join them together with another poly in

    between as indicated by the red poly in Fig02.

    This will now form two holes from which we will

    extend the legs. You can do this by either using

    Create in poly mode or simply target weld one

    edge to the other and then add in a new edge

    using the Ring / Connect tools. Either way is

    ne.

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    Fig03

    Fig04

    3. Make sure you reposition the verts to form

    a decent shape and then extend the edges

    downwards using Shift and dragging as we

    have done previously to begin creating the

    upper thigh ( Fig03 ).

    4. Using this same technique extend the leg

    downwards to create the upper part of the leg.

    Remember to tweak the positions of the verts

    as you do so in order to form the best shape as

    we go along. You can see in Fig04 that I have

    formed two additional edges down to the knee

    area.

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    Fig05

    Fig06

    5. The next stage involves applying exactly

    the same procedure inorder to extend the leg

    downward to form the knee, calves and ankle.

    In Fig05 you will notice that this comprised of six

    new edges all of which were shaped differently

    in accordance the parts of the leg.

    6. We have now built the leg and it is time to

    create the foot. You will notice that the polys

    that make up the leg are open ended and need

    to be capped in order to form the sole of the

    foot. We do this by either selecting one of the

    edges in sub-object Border mode and then

    clicking on Cap or simply creating three extra

    polys that run across the foot in Poly mode as

    seen in Fig06.

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    Fig07

    Fig08

    7. We now need to level these polys so in a

    prole view (left or right) select them and then

    right click the Select and Non-uniform Scale

    tab on the toolbar. This brings up a dialogue box

    as shown in Fig07. Right click on the bottom

    arrow in the Y axis (highlighted in red) and the

    polys should all align nicely.

    8. To start the feet off select the two front polys

    and Extrude them forward, scaling them down

    as you do so (Fig08).

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    Fig09

    Fig10

    9. Make a further extrusion to add the toes and

    in order to add a little more curvature add a

    further cut as seen in green in Fig09.

    10. We now have two complete legs and feet

    but there is one last thing to do before we

    move on to the arms. In order to get a better

    deformation around the knee area we are going

    to add in two new cuts which will help maintain

    a more consistent shape at the back of the leg

    when we bend the knee (assuming off course

    that we are going to attach a skeleton). You can

    see in Fig10 that I have made two diagonal cuts

    and when we attach a skeleton and bend the

    knee backwards you will notice in the two insets

    on the right that the lower one is more realistic

    as a result. The upper diagram shows a kink in

    the mesh and is due to a cut intersecting the

    bend (green line on the left leg). For this reason

    it is best to choose the conguration on the right

    and add in the two extra cuts.

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    Fig11

    Fig12

    11. With the legs nished it is time to extend the

    arms. Continuing from our torso in the previous

    tutorial select the top seven edges and extend

    them to make a new set (green line in Fig11).

    Now weld the two verts in red to the corners

    indicated by the arrows.

    12. The next step is to extend these edges out

    once more and then weld the two outer most

    verts (highlighted in red in Fig12) to the verts

    highlighted by the green dots.

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    Fig15

    Fig16

    15. Now that we have a start to the arm we can

    continue by shift dragging edge selections and

    transforming the verts until we get to the wrist

    as seen in Fig15. In this case I have added a

    further eight extrusions.

    16. As we did with the foot we are going to cap

    the end of the arm with ve polys as shown in

    Fig16. You will notice a single triangle on the

    left but do not be concerned about this at the

    moment.

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    Fig17

    Fig18

    17. In order to prepare for the thumb extend the

    two right most verts outward as shown in Fig17.

    18. Next add a cut on the underside (Fig18) in

    the position numbered 1. This will leave a ve

    sided poly on the palm side of the hand and

    so to alleviate this continue the cut upwards

    in the position mumbered 2. Now to give the

    thumb area more shape add a further cut in

    the position numbered 3. This will add a little

    more curvature to the thumb when we extend it

    downwards eventually.

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    Fig19

    Fig20

    19. When we look at Fig19 we can see the

    underside of the hand on the left. We have

    four polys that can be used to extrude the four

    ngers but the shapes including the thumb area

    need re-shaping slightly before we do this. First

    make a cut as indicated by the red line (inset

    2) and then move the new vert down slightly.

    Follow with a cut from this new vert to the

    outside of the hand (red line on inset 3). Now

    delete the two triangles next to it and create a

    quad (shaded in green) which will result in a row

    of four quads ready to create the ngers and the

    beginnings of a thumb.

    20. Select these four polys and extrude them

    downwards making sure to select By Polygon

    (Fig20).

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    Fig21

    Fig22

    21. Rotate these new polys a little and then

    do a further two extrusions, scaling them down

    somewhat to shape the ngers (Fig21).

    22. The next step is to shape the thumb which

    will involve the same procedure and so select

    the lower polys and extrude downward making

    sure to select Group this time. In order to

    create a better ow from the palm make sure

    you re-orientate the hidden edge to correspond

    with the red line in Fig22. You can do this by

    selecting the polygon in question and clicking on

    Edit Triangulation and then clicking on Turn

    and selecting the edge. This will cause the edge

    to ip in a different direction or alternatively you

    can make a cut as we have done in the past.

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    Fig23

    Fig24

    23. You can then go on and extend the polys to

    build the thumb. In Fig23 you will notice that I

    have re-orientated the polys at the end to form

    a more even split compared to the original seen

    in the inset. This is not entirely necessary and

    may even inhibit a better shape when adding the

    curvature at the thumb tip but we are not adding

    much detail here so it should be ok.

    19. The nal stage is to select the six polys

    that make up the tips of the ngers and add a

    Bevel with the amount similar to that shown in

    Fig24. This essentially wraps up this particular

    section and we now have a complete gure.

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    This concludes the tutorial on creating the

    arms and legs and next month we shall goon and add clothing and hair.

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    Chapter 04

    Fig01

    Fig02

    Part 4

    Modelling the Hairand Clothing

    Introduction:Welcome to the fourth installment in the series

    which will provide a step by step guide to

    building a low poly character based upon a

    model by Seong-Wha Jeong. Now that we have

    fully built the character it is time to add in the

    hair and clothing which we shall do this month.

    1. If you have followed the previous tutorials

    on building the character then open the last le

    and begin by adding an Edit Poly above the

    Symmetry modier and then select the polys

    highlighted in Fig01. Now hold down the Shift

    key and using the Move tool drag this selection

    upwards to make a copy. You will notice from

    the image that I have selected Clone To Object

    from the dialogue box but this is only to keep

    the hair separate at the moment. What we will

    do for the hair is model the various elements

    seperately and then group them together at the

    end and mirror them over to the other half.

    2. The next stage involves copying these new

    polys over the the side and Snapping the

    bottom row of verts to the top of the forehead

    in the positions marked in blue in Fig02. Copy

    this group once more and then again snap the

    bottom verts (in red this time) to the edge of the

    face. This is so this front group can eventually

    be unwrapped with the top of the face to create

    a seamless texture for the hairline.

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    Fig03

    Fig04

    3. We can duplicate these extra two sets over

    to the other side of the face once they are done

    and begin on the second row of hair which falls

    directly behind the front row but offset slightly to

    intersect with the front set (Fig03). You can use

    a group from the front set to create these and

    simply delete two rows of polys resulting in four

    quads as seen in the picture. Then it is just a

    case of snapping the verts to the line across the

    forehead and re-shaping them slightly.

    4. For the next step we are going to duplicate

    this new set of polys and move them behind

    the second row except this time we shall ignore

    snapping the verts to any on the scalp (Fig04).

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    Chapter 04

    Fig05

    Fig06

    5. Now we have made a start on the front we

    shall begin building the back section of the hair.

    In Fig05 you can see a large yellow piece of

    geometry that has been positioned. You will

    notice that it is in two pieces and this is because

    when we nally map and unwrap our mesh

    we can copy a section of mapped geometry

    and it carries with it the mapping co-ordinates.

    Therefore to save on texture space it is best to

    unwrap parts of the mesh before duplicating

    them and so enabling us to use a single area

    of our template to paint numerous parts of our

    model. In this case it will mean mapping only

    one half of the yellow area and then copying

    that half over and welding the two up. This is

    something we shall explore in more depth during

    the texturing phase but for now we shall just

    model all the parts so you can see how thay will

    eventually look together.

    6. Now to build the central sections three

    rows of nine quads as seen in Fig06. Once

    again do not worry about the verts aligning, just

    concentrate on shaping the mesh to follow the

    shape of the head in the same way we have

    done before.

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    Fig07

    Fig08

    7. To nish this section add two more rows as

    seen in Fig07.

    8. The front, back and central section of the hair

    is now complete and all that remains to do is

    add in a group of planes that will form the sides.

    A few pieces of the geometry will eventually be

    mapped later on before being duplicated but for

    now simply add in two rows along the side of

    the head similar to Fig08. You will notice I have

    placed a couple of planes just behind and below

    the ear to mimic Seongs model but basically put

    in enough to mask the scalp.

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    Chapter 04

    Fig09

    Fig10

    9. When these pieces are copied over to the

    other side we end up with the nished article

    (Fig09).

    10. Now it is time to add the clothing, the rst

    part of which shall be the trousers. First thing

    to do is select the group of polys that will form

    the trousers as shown in Fig10. Detach these

    and make them an element in the dialogue box

    so they remain part of the main mesh and then

    universally scale them up slightly.

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    Fig13

    Fig14

    13. Add a further cut in sub-object poly mode

    from the front of the mesh and around to the

    back as shown in Fig13.

    14. The next stage involves making further

    cuts in along the lines shown in red in Fig14

    at the back of the trousers. This is to provide

    the correct creasing in the right areas and

    once done you can create quads in the areas

    highlighted in green which will nish off the

    trousers.

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    Fig15

    Fig16

    15. The next item we shall create are the shin

    guards. Simply selest the group of polys that

    make up the front of the shin as seen in Fig15

    and click on Extrude making sure to select

    Local Normal and bring these out somewhat

    and thats it!

    16. Now onto the footwear. Start the boots off

    by detaching the foot as we did with the trousers

    and again scale the polys up a little as before

    and then create a group on the top joining them

    back to the leg (Fig16). Now we need to add

    a heel and sole to them so rst select the two

    quads at the back and extrude them down as

    seen on the left highlighted in red. Now repeat

    this for the rest of the polys as shown on the

    right of the picture. You will now have some

    extra depth to the boot but the sole is still at

    with two hidden polys so grab the two verts

    furthest back on the second extrusion and weld

    them to the ones at the upper front of the heel

    (green dots on the right). This concludes the

    footwear and next onto the kneepads.

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    Fig17

    Fig18

    17. Referring to Fig17 select the polys shown

    in red and holding down shift in Select and

    Move mode select Clone to Object from the

    dialogue box and name the object kneepad.

    This will create a new object which we can then

    scale according to the one shown on the left.

    18. You will notice that at the moment it has

    no depth at all and so to amend this we will

    add a Shell modier from the modier list. In

    Fig18 you will notice this at the top of the stack

    and when you alter the inner amount by about

    0.2 it creates a set of inner faces as seen in

    the middle image. All that remains is to select

    the front two top polys and do two extrusions

    scaling inwards slightly to form the upper part

    shown on the right.

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    Fig19

    Fig20

    19. This brings us to the nal piece of clothing

    that we shall add in this tutorial; the belt. Start

    by creating a shallow box, convert it to an

    Editable Poly and place it in front of the upper

    part of the trousers, rotating it slightly as seen in

    Fig19. This will form the beginning of the object

    and what we shall do next is create a spline that

    wraps around the body from either end of the

    box and then extrude one end of box along this

    spline to form a belt shape.

    20. Under the Shapes tab in the Modify panel

    click on Ellipse and then left click and drag out

    a shape in the top view. Right click on the object

    and select Convert to Editable Spline, (you

    will notice this is the name in the modier stack

    now). In sub-object Vertex mode select the

    bottom most vert and then click on Break. This

    will now give you access to two verts wherer

    there was once one. Move them apart slightly

    and then after selecting the left one click on

    Make First (this will now add a small square

    around it as opposed to a crosshair). Now what

    we need to do is position the spline around our

    character in a manner that follows the path of

    our belt (Fig20). Use the Snaps Toggle (set

    to 3) and tick the boxes shown in the inset

    dialogue box. Now move the two broken verts

    to both ends of the box and centralize them

    midway down. Now turn off the snaps tool andmove the verts to roughly the middle of the end

    faces does not need to be perfect.

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    Fig21

    Fig22

    21. In sub-object poly mode select the left end

    face of the box and click on the settings tab

    next to Extrude Along Spline. This will open

    up the dialogue box seen in Fig21 with a pick

    spline tab in the top left. Click on this and then

    select your spline shape. You should now see a

    belt magically appear around your characters

    waist. Change the segements to 10 so it has a

    reasonable shape and then delete the two end

    polys making sure to snap and weld the verts

    together afterwards.

    22. Now that we have the belt wrapped around

    the character we just need to transform the verts

    and t it properly around the mesh (Fig22).

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    Fig23

    Fig24

    23. With this done all that remains is to

    extrude four of the lower faces that make up

    the left underside and create the cloth that will

    eventually hang by his side (Fig23). You can see

    in the picture that I have made three extrusions

    downwards which completes this section of this

    months tutorial.

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    Next month we shall go on and nish the

    modelling stages by adding the Armour

    elements before readying ourselves for the

    texturing phase.

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    Fig01

    Fig02

    Part 5

    Modelling theArmour

    Introduction:Welcome to the fth instalment in the series

    which will provide a step by step guide to

    building a low poly character based upon a

    model by Seong-Wha Jeong. Last month saw

    us adding clothing and hair and now we reach

    the last phase in the modelling section which will

    cover giving our warrior some armour to wear.

    1. If you have followed the previous tutorials

    then open the last le which saw us make the

    belt for his waist. The rst thing we are going

    to do now is re-position some of the verts on

    his left arm. In Fig01 you will see some of the

    existing verts (highlighted in red) that have been

    moved into different positions on the mesh. The

    green line across the front and back sections

    represent additional cuts. When you have

    reached this stage it is time to create the actual

    armour for the arm.

    2. The next step is to select the polys that make

    up the whole of the armour section (seen in

    red in Fig02). What I do then is detach these,

    universally scale them slightly and then re-

    position them central to the shoulder edge and

    then re-attach them to the main mesh. You canthen create a line of polys to join them back up

    thus adding volume to the armour (see green

    polys in inset).

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    Fig03

    Fig04

    3. Now onto the forearm section which will be

    initially made from a separate cylinder. First

    delete the polys highlighted in red but on the

    opposite side where the armour is located (Fig

    03). Now create an eleven sided cylinder and

    then convert it to an editable poly deleting the

    top and bottom faces. Scale the top row of

    verts and scale them in somewhat and then

    bevel the two bottom rows of polys to form the

    shape seen on the right. Now place the cylinder

    between the elbow and wrist and scale it to t as

    closely as possible to the elbow. You can then

    snap the arm verts to the cylinder top and then

    attach the two. All you need to do now is create

    a set of polys around the wrist and do not worry

    too much if the hand is not central.

    4. Next piece to be made is the elbow guard.

    This we will do in a similar manner to the knee

    guard. Start by creating a tube making sure to

    add a slice of 180 degrees (Fig 04). Add one

    segment and a similar number of sides to those

    in the picture.

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    Fig05

    Fig06

    5. To nish off the piece extrude the middle

    section of polys down as shown in Fig 05 To

    form the rounded front section just select and

    extrude the end polys highlighted in red and

    then make four cuts (two on either side seen in

    green) from the corners. It is then just a case of

    pulling in the corner verts.

    6. Right, well we have the armour across his

    left arm but now we need to create a strap that

    wraps around his body that holds it in place.

    This will involve creating a spline that roughly

    follows the contours of his torso around which

    we will Loft a rectangle shape to form the strap.

    This rst of all involves making a spline from

    under the Shapes tab on the control panel.

    Choose Line and make sure you set the Initial

    and Drag types to Corner (Fig 06). Start the

    spline at the center of the face ringed in green

    on the back of the model and curve it round

    to the front section of the armour just short of

    the shoulder (eight verts in this case). You will

    notice that I have also made a small rectangle

    (in orange which has the same proportion as the

    face from which the spline starts) and this will

    form the shape of the strap.

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    Fig07

    Fig08

    7. Select the spline shape and under the

    Geometry tab and Compound Objects click on

    Loft and then click on Get Shape followed by the

    rectangle (Fig 07). Under the Skin Parameters

    make sure to uncheck both capping boxes

    and set the Shape and Path steps to zero. You

    should now see a rectangle stretched around

    our characters torso similar to the picture.

    8. All you need to do now is snap the end verts

    to the armour (ringed in red in Fig 08) and tweak

    the shape so it hugs the torso. You will notice

    also that I have added two smaller straps which

    connect it to the front section.

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    Fig09

    Fig10

    9. We now arrive at the nal stage of the

    process adding the shoulder piece. The rst

    step is to create a shape similar to the one on

    the right in Fig 09 which you can do either by

    creating a Plane or converting a Spline. Once

    you have the shape apply a Shell modier to

    give it some depth as seen on the left.

    10. Now duplicate this which you can do using

    the Symmetry modier and then collapse the

    object to an Editable Poly making sure to weld

    any overlapping verts afterwards ! Next select

    all the front Polys and perform an Extrusion,

    keeping the height to zero and then clicking

    Apply and OK (Fig 10). Now with the polys still

    selected scale them down slightly as shown in

    the picture.

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    Fig11

    Fig12

    11. With the same group selected add a Bevel

    by an amount similar to that shown on the right

    in Fig. 11. To enable the model to t around the

    shoulder it will need to be curved which we can

    do by adding a Bend modier. You will notice

    from the picture that it has been bent around the

    X axis but it is perhaps better to apply this when

    the model is complete to form a better shape as

    we will add some more subdivisions rst.

    12. The next step is to make a cut across the

    front as shown in red on stage 1 in Fig 12. Now

    select the polys in red on stage 2 and Extrude

    them outwards by a similar amount. Now weld

    up the verts highlighted in yellow to form the

    version on stage 3. The second row down from

    the top can be welded to the row above as

    indicated by the white arrows.

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    Fig13

    Fig14

    13. Now add two cuts along the front marked by

    the red lines on stage 1 in Fig 13. Then select

    the new verts shown in green and one by one

    perform an extrusion altering the height and

    base width to form teeth shapes similar to step

    2 on the right. If you did not add a Bend modier

    beforehand then do so now and t it around the

    shoulder area.

    14. All that is left to do now is add a few

    small details and we will have completed the

    modelling phase. In Fig 14 you can see that

    I have made a small cylinder and placed it at

    the center of the shoulder (2) and made some

    studs to go around the wrist area (3). I have also

    added a few extra polys around the shoulder

    strap that will be used to texture the buckles

    eventually (1).

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    Chapter 05

    This concludes the modelling

    phase of the tutorial and next

    month we shall begin mapping

    and unwrapping the mesh in

    preparation for the texturing stages.

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    Fig01

    Fig02

    Part 6

    Mapping andUnwrapping

    IntroductionWelcome to the sixth instalment in the series

    which will provide a look at mapping and

    unwrapping our nished mesh. This is quite

    an involved process and will be covered in

    only one tutorial. In order to keep this from

    becoming too long I have not detailed every

    step along the way but rather opted to provide

    an overview of the principal techniques used.

    This should hopefully equip any beginners

    with enough information to tackle the entire

    model and complete it on their own. The crucial

    methods necessary will be covered and then

    can be repeated to map sections that have been

    omitted. The important thing to remember is that

    the tutorial has been ltered to contain only the

    key procedures.

    1. The rst step is to apply a material to our

    model so open up the material editor and select

    all the geometry and then click on the Assign

    Material to Selection button (highlighted in red in

    Fig01). Notice how the model has now adopted

    the grey colour of the assigned material (top

    center) and is now surrounded by four white

    triangles indicating it belongs to an object in the

    scene. Get used to naming your materials too in this case Swordmaster.

    2. In order to check the integrity of our mapping

    co-ordinates and enable us to successfully

    unwrap our mesh we will need to apply as

    texture to our geometry to act as a guide in

    this case a checker map. The idea here is that

    the squares are a consistent size and so will

    easily show any stretching and badly mapped

    polygons. To load the texture make sure you rst

    of all have a checker map and then click on the

    small button next to the Diffuse slot (highlighted

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    Fig03

    Fig04

    in red in Fig02). This will bring up the map

    browser where you need to select Bitmap at the

    top (bottom right of image). Click on Ok and the

    map should appear on your mesh if not click

    on the checker cube along the toolbar (ringed

    in red). You will now see a very messy checker

    map across your character which will require

    mapping. The checkermap will eventually be

    substituted by our painted template and the idea

    is that if the squares appear correctly so then

    will the nished texture.

    3. The rst step to correcting this is to apply the

    UVW Mapping modier which you can nd in

    the modier list. Before doing this select all the

    polys that make up the head and neck area as

    seen in Fig 03. Now apply the mapping modier

    which you can see in the upper right and click

    on the little + symbol and highlight Gizmo. Now

    select the Cylindrical radio button just below

    and click on the Fit tab as highlighted in red.

    You should now see the yellow cylinder t neatly

    around the selected polys with a green line

    representing the seam which you want to align

    with the edge along the back of the head. If it

    dos not appear in the correct position simply

    use the rotate tool on the main toolbar to move

    it. Hopefully you should also see a much more

    consistent checker pattern too.

    4. The next stage in the process involves

    applying the Unwrap UVW modier directly

    above the mapping with the polys still selected.

    You can see the modier in the stack on the

    top right in Fig 04 and the selected polys

    highlighted on the left. This modier enables

    us to manipulate the mapping co-ordinates and

    move UVW verts and faces that correspond

    to those on the mesh in other words we can

    transform the mapping so that we get a true

    and proper checker map without any obvious

    distortion.

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    Fig05

    Fig06

    5. In order to do this click on the large Edit tab

    under parameters to open up the Edit UVWs

    window (Fig 05). This window gives us access

    to our mapped geometry in the form of a

    attened lattice of verts and faces in this case

    a head and neck area. You will notice along

    the top of the window are some of the standard

    transform tools and in the window itself you will

    see a blue square that represents our template

    size which in this case is a1024x1024 map seen

    in the upper top right.

    6. Using the transform tools we can alter the

    mapping co-ordinates in this window which will

    directly affect the texture. On the left of Fig 06

    you will notice a vert highlighted in red which

    has been moved out of alignment with its edge

    and as a consequence the checker map has

    been stretched in the corresponding position on

    the mesh, encircled in red. The basic premise

    of this part of the process is to use the tools

    available within this dialogue box to accurately

    mirror the checker map across the surface of

    our geometry. Start by using the scale tool to

    make the checkers appear square and then

    concentrate on details where stretching occurs.

    The green lines surrounding the unwrapped

    head represent the seam lines / open edges and

    are also visible on the model in the viewport.

    There are two polys which you will notice fall

    outside of the neat edge and we shall go on tocorrect those later.

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    Fig07

    Fig08

    7. The next thing to do is map the outer faces of

    one of the ears. The way to do this is rst apply

    an Edit Mesh modier on top of the Unwrap

    UVW and then select the necessary polys

    in sub object mode and apply another UVW

    Mapping modier. In the left or right viewport

    click on Planar under the mapping parameters,

    expand the gizmo as before and then click

    on the View Align tab. This aligns the gizmo

    with the view and if you wish you can use the

    rotate tools to better align it with the selected

    faces if they are not perpendicular (which they

    will not be) using the top view as a guide. You

    can then click on Bitmap t and select the

    checker map and proceed by applying another

    UVW Unwrap modier. It is a good policy to

    move any unwrapped geometry outside of the

    blue template square as all the geometry will

    inhabit this area by default otherwise when you

    unwrap the entire mesh you will have all the

    separate elements overlapping one another

    inside the template. (Fig 07) You can also move

    the mapped faces before you unwrap them as

    the gizmo itself represents the template shape

    and so if you move this in the viewports once

    you have applied the planar map the UVWs

    will appear outside the blue square when you

    unwrap them. It is entirely up to you which way

    you do things.

    8. As you map your model use the checker

    pattern in the viewports to try and keep the

    squares a similar size by scaling the gizmo, so

    our texture will have a consistent resolution.

    We will actually break this rule later on but

    for now just unwrap everything to a similar

    size. If you map some geometry and forget

    to move it outside the template boundary you

    may nd when you unwrap it along with further

    polys later on there will be some overlapping

    as we have mentioned. In Fig 08 we can see

    an example of this. We see the previouslymapped outer faces of the ear already outside

    the template but when the inner ones were

    mapped they were not moved. When the entire

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    Fig09

    Fig10

    head is selected we see the ear overlapping

    the face. Instead of selecting all the culprit verts

    individually we can tick the Select Element box

    at the base of the window (highlighted in red)

    and then move the whole piece across. You

    will also notice that the outer verts of the other

    half of the ear are highlighted in blue. These

    correspond with the verts that occupy the same

    space on the actual model and are welded

    together. The idea is that if we wish to unwrap

    the model in large sections we know which verts

    to weld in the Edit UVWs window which we will

    do next.

    9. First thing to do is move the inner faces of

    the ear outside and scale them to match the

    outer facing sections. At the moment the two

    halves have the same orientation so the newly

    mapped faces need to be ipped horizontally.

    Select all the verts and click on the symbol

    ringed in red along the top of Fig 09. Now select

    the left edge of verts and you will see the ones

    that correspond in blue alongside.

    10. Make sure that the two sections of the

    ear are very close and then region select two

    adjacent verts and then right click and you will

    see four context sensitive quads appear. Scroll

    down and click on Weld Selected as shown in

    Fig 10. To make sure you weld both open the

    Options by clicking on the tab in the bottom

    right (highlighted in yellow) and turn the Weld

    Threshold up to 10.0. As open edges are welded

    so some of the green seam lines become white

    to indicate they are now closed.

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    Fig11

    Fig12

    11. As we mentioned earlier we shall now go on

    and x the two stray polys along the top edge.

    In Fig 11 we can see how the edge traced in red

    mirrors the seam line across the head model

    in the viewport. What we really want is a neat,

    straight line running from the neck to the top of

    the scalp. Select the two verts in red, right click

    and then click on Break as shown in the image.

    12. Tick the Select Element box and then

    move this poly across to the right side where it

    belongs as shown in Fig 12. You do not need to

    worry about welding it up for now. We now have

    two sets of two verts which we need to weld

    together to close the three open edges seen in

    green on the left. Region select the two groups

    ringed in red and then weld them to close the

    edges.

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    Fig13

    Fig14

    13. Close the UVW Unwrap window, apply

    an Edit Mesh modier on top of the stack and

    then select the half of the head in sub-object

    poly mode that has not had the ear unwrapped.

    Delete these polys and then apply another UVW

    Unwrap. Now move the verts around along the

    top edge using the checker map as a guide

    to improve the distortion across the scalp. Do

    not worry about it being perfect as there will be

    some degree of stretching but it will eventually

    be concealed by the hair anyway. You should

    aim for something similar to the shape in Fig 13

    with a nice neat seam line through the center.

    14. Close the window and collapse the stack

    and then in sub-object poly mode duplicate the

    head and neck area that has been mapped.

    With this new half selected apply a UVW

    Unwrap and you will notice that you see an

    exact copy what we have done so far. This is

    because duplicate geometry carries with it any

    mapping co-ordinates that have been applied.

    Move the entire unwrap aside away from its

    current position. Now close the window, weld the

    two halves of the head together and then select

    all the polys that make up the head / neck.

    Apply another UVW Unwrap and you will notice

    that you have two identical halves. Flip the

    newly unwrapped section and then move them

    next to one another so the central line of verts

    overlap down the middle of the face as seen in

    Fig 14. Turn the Weld Threshold down to 0.01

    (bottom right) and then with all the central verts

    selected click on Weld Selected. You shouldnow have a completely mapped head with a

    seam around the base of the neck and from the

    top of the forehead to the top of the shoulders.

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    Fig15

    Fig16

    15. Now it is time to move onto the torso. Select

    the front half of the body from the neck line

    down to the trousers and half way around the

    side as seen in Fig 15. As with the ears apply a

    Planar map whilst in the front viewport making

    sure to then click on View Align and then Bitmap

    Fit under the Alignment parameters.

    16. Follow the same procedure for the back

    to complete the torso area and then with all of

    these polys selected in sub-object mode apply

    an Unwrap UVW. In Fig 16 you can see that

    I have moved the two pieces alongside one

    another with the intention of welding the verts

    highlighted in the top left which run under the

    arm. You will also notice that the two sections

    have been moved outside the template and are

    currently of a lower resolution than the face due

    to the larger checker pattern.

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    Fig17

    Fig18

    17. In Fig 17 you can see that the verts have

    now been welded and the section scaled to

    make it more consistent with the head. You will

    have to re adjust the verts in the Edit window

    once welded in order to reduce some of the

    distortion.

    18. Now it is time to deal with the limbs. As you

    saw with the head any mapped geometry that

    is duplicated retains its mapping co-ordinates

    and so to save time delete one complete leg

    from the waist down (inset 1 in Fig 18). Now

    select all the polys that make up the trousers

    barring the three quads under the groin (inset

    2). Apply a Cylindrical map making sure to click

    on Fit and then rotate the gizmo so the green

    line is aligned with the inside edge as closely

    as possible (see main image). Then Unwrap

    this section exactly as we have done before.

    The basic procedure that will be repeated

    throughout this tutorial is to select polys in

    sub-object mode, apply the UVW Mapping

    modier followed by the Unwrap UVW. Then

    apply another Edit Mesh on top of the stack and

    when the stack gets a little too big just collapse

    it you will not loose any of the mapping!

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    Fig19

    Fig20

    19. You can follow the same procedure with

    the lower leg using a cylindrical map and then

    transforming the verts in the Edit UVWs window

    to rene the mapping. With regard to the feet

    simply apply a planar map from the left and

    right sides as seen in Fig 19. You can see in

    the top views that the gizmo has been rotated

    to better align it with the general direction of the

    polygons.

    20. When both sides have been mapped

    unwrap the whole foot except the sole and then

    rotate and move the two respective sections

    together as seen in Fig 20. Weld the two edges

    of verts within the red rectangle to close the

    seam line seen running down the top of the foot

    on the right. Then tweak the vert positions to

    minimize any obvious distortion.

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    Fig21

    Fig22

    21. Now it is on to the arms using the same

    procedure again really. In Fig 21 you can see a

    cylindrical map being applied to the left arm. It

    runs from a line at the top of the shoulder down

    to the wrist. You can see that I have rotated the

    gizmo to follow the orientation of the arm using

    its local co-ordinates (highlighted in red along

    the main tool bar). You will also notice in the

    inset that I have positioned the green seam line

    on the inside of the arm in a less conspicuous

    place. When you select new groups of Polys

    you will automatically be creating a seam line

    along the boundary at which the selection ends

    and so it is important to think about where to

    place these. Adhere to natural seams in order

    to ease the texturing process such as the top of

    the trousers and edge of the armour but other

    than that decide on where they will be least

    visible.

    22. In Fig 22 you can see that the seam lines

    on the limbs are on the inside as this is usually

    the least visible area. This means that if there

    are any problems with edges not matching

    exactly on the nal texture they will be less

    noticeable here. On the torso you can see one

    seam line on one side under the left arm and

    there is one above the top and one below the

    trousers. This is a good area to have them

    ensuring a sharp edge to where the texture

    changes on the character, similarly with the

    shoulder armour on the right arm. The seam

    line down the front of the trousers and face

    will eventually disappear when the mesh is

    complete.

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    Fig23

    Fig24

    23. When the leg is fully unwrapped it is time

    to copy it over and weld it to the main body. In

    Fig 23 you can see the duplicate leg on the right

    which is still a separate object. Before welding

    it up move the UVWs of which the trouser

    section is shown in the window on the left. With

    the entire leg section shifted over now weld the

    mesh together.

    The hand can also be mapped and then copied

    over and re-scaled but you may want to map the

    two arms separately as they are slightly different

    it is up to you really.

    24. Now it is time for the armour pieces the

    rst of which is the main shoulder section. As

    this is symmetrical we can delete one half to

    start with. Before we start to map it we are going

    to alter the pivot point. Click on the hierarchy

    tab at the top of the Modify panel and then on

    the Pivot tab (highlighted in yellow in Fig 24).

    This will show the pivot point of the object in

    question (the three arrows in the main window).

    We need to align this with the center of the open

    edge as seen in the image. You can do this by

    clicking on the Align tool on the main toolbar

    and then entering the values as shown in the

    dialogue box on the left. If your pivot point has a

    different orientation you will need to change the

    parameters accordingly but the main thing is to

    get the pivot point aligned with the open edge

    even if it is not central.

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    Fig25

    Fig26

    25. Now map both sides separately using a

    planar map, rotating the gizmo to keep the

    checker pattern as accurate as possible (Fig

    25). Once done, duplicate the piece by rst

    selecting the whole object and then clicking on

    the Mirror tab on the main toolbar.

    26. When the dialogue box opens select the

    No Clone radio button and either the X, Y or Z

    radio button above to give you what we see in

    Fig 26. You can use exactly the same methods

    to map all the armour pieces. In the case of the

    accessories you can planar map all of these and

    will not need to do anything different to what

    we have done already. Once you have nished

    with the armour and clothing it is time to move

    onto the hair. Because there are many pieces

    that make up this area it is unnecessary to

    individually map every element as it would take

    up far too much texture space. There will be just

    under fty separate meshes that make up the

    hair but we will only have to map nine of these.

    The idea is that we map the nine sections and

    then duplicate them to make up the rest of the

    hair.

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    Fig27

    Fig28

    27. These groupings are visible in Fig 27 and

    are colour co-ordinated to show how they have

    been organised. In the top right you can see

    that the front three polys have been separately

    mapped (numbers 1-3). Along the top of the

    head there are three blue polys so you would

    only map/unwrap one and then copy this twice,

    snapping the verts to line up exactly with the

    remaining groups. There will off course be a

    bit of stretching on the checkermap as each of

    the meshes varies slightly but nothing serious.

    When this is done delete the two redundant

    versions and then repeat this until you have

    completed the rest of the hair pieces.

    28. When the hair section is mapped you can

    attach the front three sections to the main body

    as shown in red in Fig 28 but leave the rest of

    the hair pieces as separate objects; the reason

    for which shall be revealed next. Select the main

    body and apply an Unwrap UVW and then move

    the three front hair pieces in line with the top of

    the forehead, scaling them accordingly.

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    Fig29

    Fig30

    29. In order to save even more texture space

    select the row of verts highlighted in red in

    Fig 29 and Break them. Now move the right

    element of the head over to the left and overlay

    it with the area marked in green by ipping it

    horizontally. The reason is that this section of

    the head will be under the hair and therefore

    carry little detail and so can be symmetrical.

    More importantly the face area which is the

    focal point can still look different on both sides

    as it is mapped in its entirety. The two small

    purple polys should also be broken from the

    main lattice and overlapped to make way for the

    three hair pieces which you can see have been

    welded to the forehead on the right. The purple

    and green areas showing the vertices now

    represent both halves of the head thus saving

    space which means that we can now paint a

    smooth transition between the face and hair

    line. The three hair polys on the right of the face

    represent all ve front pieces and mean we are

    also saving more space.

    30. This concludes the mapping section of the

    exercise and now we need to assign a material

    to our mesh in preparation for texturing by

    dragging the material onto each and every

    mesh. Open up the Material Editor and select

    one of the example slots. Click on the Standard

    tab (highlighted in red in Fig 30) and select

    Multi/Sub-Object from the browser. You will

    be prompted with a Replace Material box ;

    just click OK as either option is ne. You will

    now see ten sub-materials under the Basic

    Parameters click on Delete at the top of the

    window until you see only three remaining.

    Notice how the material is now a Multi/Sub-

    Object material that contains three Standard

    materials.

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    Fig31

    Fig32

    31. Now name these accordingly as shown in

    Fig 31. You can also change the colour of the

    materials by clicking on the small colour swatch

    on the right so you can easily identify each one

    on the model. On the left of the labels is an ID

    column and this corresponds to an ID number

    that is assigned at the sub-object poly level.

    You can see that ID 1 represents the main

    body, 2 is the armour and 3 will be assigned

    to the hair. Now we need to select each of the

    meshes that make up our character and assign

    the appropriate numbers. So in sub-object poly

    mode select all the polys that make up the body

    and then scroll down to the Surface Properties

    Material and choose 1 next to Set ID. These

    should now adopt the colour schemes in the

    editor (in this case grey). Go on and assign the

    rest of the ID numbers to the model as indicated

    in the picture. If you wish to select all polys of a

    certain ID number then use the spinner arrows

    in the Select ID box and then click on the tab

    next to it.

    32. Now select the hair material and check the

    2 Sided tickbox as seen in Fig 32 under the

    Basic Parameters. This will enable the hair to

    be visible from both back and front and mean

    it will look thicker as we orientate around the

    character. You can see how the polys are now

    also apparent from behind our character on

    the right of the picture. Now as you remember

    from earlier on in the tutorial we unwrapped

    each of the meshes that make up our character.

    Before we begin the texturing phase we need

    to arrange all of our pieces into a template that

    we will export as a wireframe and will represent

    our nal texture layout. As there are so many

    elements they will not comfortably t into one

    template and so we need to split them into two

    separate ones.

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    Fig33

    Fig34

    33. In order to see all the unwrapped geometry

    together we will have to attach all the pieces of

    geometry into a single mesh temporarily. Select

    the main body and then click on Attach in the

    modify panel and then select the remaining

    meshes as shown in Fig 33. You can see in the

    picture that the model on the right is a single

    mesh by the highlighted geometry where as

    the left version does not yet include some

    of the armour. When you apply an Unwrap

    UVW modier you will now see every piece of

    geometry in the edit window and what you need

    to do now is decide which pieces to put into

    which template. This is entirely subjective and

    does not ultimately matter but keep the various

    pieces intact when you divide them up and avoid

    splitting individual pieces across two different

    templates. You may decide to try and keep the

    head and body parts together or split them up

    depending on how you wish to make use of

    the space available. You will inevitably need to

    re-size certain elements and I advise that you

    afford a bit more space to more detiled aspects

    such as the face and hands for example.

    Sometimes certain shapes t better together

    and mean less wasted space but again it is a

    personal choice how you divide everything.

    Arrange as many of your chosen pieces as

    you can into the template and then close

    the dialogue box. Now make sure the same

    elements are attached as a single object. You

    will need to Detach pieces from the character

    and then re-attach them in the same manner as

    before in order to do this. You will have to do this

    in sub-object mode and to make things easier

    you can make selections in sub-object Element

    mode (next to polygon mode). This will enable

    you to select entire elements of geometry.

    The remaining pieces can then be attached

    into a second mesh that can be unwrapped in

    one piece and these will make up the secondtemplate.

    34. In Fig 34 you can see that the three

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    Fig35

    Fig36

    characters show the three ID groups : A. body

    B. Armour and C hair. You should endeavour to

    keep the elements intact but can combine them

    in any way you see t. For example you could

    place the body polys in A with the hair in C as

    well as shoulder piece 2 in B. Once you have

    arranged all of the geometry into two separate

    unwraps you are ready to export them both.

    35. In order to get the wireframe templates

    that will act as your guide you need to install

    Texporter a free plugin available to Max.

    Once installed click on the Utilities tab on the

    Modify toolbar and select it from the list under

    the More tab. You will be faced with a set of

    options similar to those seen on the right in Fig

    35. At the top you can specify the size of the

    Image which in this case will be 1024x1024 as

    shown. Under Display make sure to uncheck all

    the tickboxes except Edges. If the model were a

    single mesh and the polys were divided into two

    ID groups then you could tick the Only ID box

    and enter the relevant number next to it but in

    this instance we have two separate meshes that

    represent our two templates so this is irrelevant.

    IN the Colourize section below choose Constant

    and set the colour to white. Now click on the

    Pick Object tab seen in yellow and select the

    mesh. You will now see a window appear which

    mimics our UVW co-ordinates. Save this image

    by clicking on the Save Bitmap icon on the

    toolbar and then repeat this procedure for the

    second mesh.

    36. You should now have two templates that

    between them represent the entire character.

    Before we begin texturing there is one nal

    thing to do. You will have noticed throughout

    the tutorials so far that the geometry has looked

    very angular with numerous hard edges. We are

    now going to iron out the creases by applying

    smoothing to various polygons which willhelp disguise the limited amount of geometry

    important when modelling for games. Having

    a hard edge is important in some areas and

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    deciding where these boundaries will lie is a

    determining factor when assigning smoothing. The

    way to go about this is to rst select a number of

    polys in sub-object mode and then scroll down

    to the Surface Properties Smoothing Groups

    section and click on the Auto Smooth tab which

    is set at a default of 45 degrees. You can see

    in Fig 36 that the hair has been selected and

    the difference this has made on the right hand

    character much softer ! If your character is made

    up of separate meshes then you can go through

    each piece individually and follow this procedure.

    If some of the angles or edges remain sharp

    simply increase the angle and try again until you

    are satised.

    37. When you wish to retain a hard edge on a single object you may

    nd it is best to assign separate smoothing groups as shown in Fig 37.

    The polys that make up the arm shown in red have been assigned as

    group 2 where as the rest of the body has been assigned as group 1. The

    advantage of doing this is that you will have more control over where hard

    edges remain. In the lower inset in the top left you can see an example

    of an Auto smooth applied to both the arm and body together and the

    remaining two edges that look sharper than the rest. In the picture above

    the arm has been assigned a separate smoothing group whereby the

    angle can be modied until the upper edge is also smooth. The problem

    with not assigning separate groups is that in order to soften any unwanted

    sharp edges you may end up over compensating on the rest of the model

    and giving it the appearance of a clay maquette that has been placed

    under running water. This technique preserves hard edges where you

    require them but also allows different settings for selection groups giving

    the user more control.

    38. When you have been through the entire model and completed this

    task all you need to do now is load the two wireframe templates onto the

    mesh ready to begin texturing. You should now see a black character

    overlayed with a wireframe guide as seen in Fig 38. This concludes the

    mapping stage of the tutorial phew ! It has been a length