Escolar Documentos
Profissional Documentos
Cultura Documentos
Photoshop Tutorials
Page 1 of 13
3D Scanning Software
Learn the secrets of creating quality masks in Create 3D models from photos and export for Create Parametric CAD Models From 3D Scan
Photoshop
web or 3D editing.
Data With rapidformXOR
www.onOnesoftware.com
www.3dsom.com
www.rapidformXOR.com
Rendering
Maya
Figure 1 shows some completed female models created from the following steps. The reference photos came from Peter
Levius? human anatomy site whose link was already given at the start of this tutorial.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 2 of 13
Figure 2 shows the tools used in Maya. Before you attempt the most challenging modeling step ? human modeling, you should
be familiar with your software?s tools and have already modeled some simple characters. Besides Maya?s tools, which you
should be able to find equivalent ones in your software, I also like to use the following Mel scripts:
MJ Poly Tools: http://www.maya3d.dk/Scripts/MJPolyTools/
Snap Point To Grid: http://www.lightstorm3d.com/download/html_en/snapPointToGrid.htm
http://www.graphic-tutorials.com/i...
4/7/2007
Page 3 of 13
Since my art students prefer to look at pictures rather than read text, I try to keep my tutorials? copy to a minimum. However, it
takes a lot of images to convey information about every step when the writing is nominal. Besides this tutorial you should also
have an anatomy book and mirror nearby.
The Head
Steps 1-11
http://www.graphic-tutorials.com/i...
4/7/2007
Page 4 of 13
You need quality images for modeling a female. I get mine from www.3d.sk Scale and center the images and Photoshop or
some other image edition program and import them into your software. Step 1 shows the imported front and side views of the
head. In Maya select each view pane with the front or side image, scale, and position it with the Attribute Editor. Use the
settings in Step 2 to make a polygon cube. Cut off the ?x half faces (Step 3). The middle points should be on 0 x axis. If these
vertices are ever moved, then use the Snap Point To Grid mel script or your software?s command. To move them back to 0.
Create a Smooth Proxy of the half cube or change it to subdivision mode (Step 4). If you are using Maya, then create a
keyboard shortcut to switch back and forth between low poly and smooth mode. Here?s how to do this. Create two layers. One
is called ?Hi? and contains the smooth version of the model. The other is called ?Lo? and has the low poly version. The low
poly half that is on the ?x axis can be hidden with Control h. Display only the layer with the low poly version (?Lo?). Open the
Script Editor. Go to the Edit menu and select Clear History. Under the Script menu select Echo All Commands. Hide the object
in the layer named ?Lo? and show the one in the layer named ?Hi?. Copy the script that is generated in the script editor. It
should say something like this:
layerEditorLayerButtonVisibilityChange Hi;
http://www.graphic-tutorials.com/i...
4/7/2007
Page 5 of 13
layerEditorLayerButtonVisibilityChange Lo;
Go to Window>Settings/Preferences>Hotkeys? Under the User category, create a new command called ChangeLayers. In the
Command area paste in the script that you copied. Assign a keyboard shortcut such as Shift@
Move points and/or edges to shape it into a rough approximation of the head (Step 5). Steps 6a and 6b show how you select
the bottom 6 faces and extrude them down to make the neck. Always delete the inside faces that are produced when extruding
faces whose edges are on the 0 x axis. Steps 7a to 8 have you create more faces in the nose and forehead area by extruding
once. Step 9 is the first time that an edge is deleted and a new one is made facing a different angle. If you don?t have this
capability then use your spin quad or spin faces command. Continue through Steps 10 and 11 to make a rough nose and begin
the mouth.
Steps 12-30 Steps 12 and 13 have you delete the extra face created from extruding, moving points to the 0 x axis and
changing the direction of an edge. At Step 14 the faces under the nose to the bottom of the neck are extruded. Steps 15
through 30 have you creating more faces, deleting extra faces near the 0 x axis, moving points to the 0 x axis, and adding as
well as deleting edges. Be sure to continue refining the shape of the head while doing these steps.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 6 of 13
Steps 31-40 These steps have you adding and deleting more edges so that the topology is more accurate and follows the
contours of the muscles.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 7 of 13
Steps 41-49 This set of instructions show you how to complete the nose except for the nostrils.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 8 of 13
Steps 50-61 Creating the nostrils, forehead, and eye area are covered here.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 9 of 13
Steps 62-77 Completing the eye area and mouth are the focus of these steps. Placing a sphere inside the eyesocket will help
you shape the upper and lower eyelids. The ear which is the most difficult part starts at Step 70.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 10 of 13
Steps 78-97 These show the main parts to modeling the inside bowl of the ear as well as the outer rim.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 11 of 13
Steps 98-103 Completing the ear, jaw, and neck are the focus of these steps.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 12 of 13
Step 104 This shows the final part of completing the neck. You can use the low poly wire topology as a guide for your own
creation. The next tutorial will have you model the torso and shoulders.
http://www.graphic-tutorials.com/i...
4/7/2007
Page 13 of 13
http://www.graphic-tutorials.com/i...
4/7/2007