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WORK IN PROGRESS 2

  Astronaut

 patch modeling 

    1. Good Skin             

 2. Perfect Skin        

      2. Doesn't Lead To Skin

 

      By Patch modeling in Max the artist can create complicated stuff as organic models.Here you can see the head of the astronaut which is done in Max 3.1 and ofcourse one has to experience 2D & 3D spline modeling and be familiar with the Vertex Bezier and Corner for example and where to use them .One of the important point here is that the cells which make up a net created from the spline design should be at least a triangle and in the perfect state a squre and this process should be completed by assigning "Surface" modifier  and the spline is replaced by a skin but if the spline model contains more sides in some parts the result won't come out at all.The above picture can show this process or download the above Max file.In the following you can see more about 2D&3D spline modeling. 

 

 

   In 2D&3D spline modeling ,special tools should be used in Max.One of the points is that the vertices should be visiable so we have to go to spline Property and checkmark the Vertex Ticks(the image on the left) also snap should be fully used here ,so click on 3Snap Toggle then right click so Grid and snap setting option is displayed  then only by activating "Endpoint" the environment is ready for 2D&3D spline modeling.(images on the right).I

  

  

   In the stage above we can see that how by clicking on the Create panel, then turning on Shapes and clicking Line, the base splines are drawn on the X,Y,Z axis  to start the head design.Then we need to draw other splines. Here we just need to design half of the head.To see more download the above Max file.

           

        

     Now in this stage the draw of the model is completed then all the splines should be attached but better not welded because the result might be different,then a mirror is prepared from it.(image on the right above)and the red selected spline above is deleted and by using vertex snap these 2 pieces come close so that the vertices of these two edges meet eachother and overlap .Again all the splines should be attached but better not welded.

    

 

     In this stage the web spline is completed .Now by adding Surface modifier the model becomes a patch.(The  above image on the right).Here I prefered to add a Relax modifier to the layers of the model and UVW mapping was assigned to it in cylindrical way .The image above on the left shows the layers used in modifier histyory.To have a better mapping we have to use unwrap modifier .

Here in the above picture the textures used in the model are shown.#1 is the Diffuse map #2 is the Bump map and #3 is used for Specular highlights.

      

       After adding the eyes and the glasses the above image is completed.By collapsing the above history modifier or editting the splines in the beginning of the modifier history and editting the Beziers also changing the place of vertices ,different gestures of face can be got and can be used for morphs modifier.

         This is another character I made with the same method in Max3.1.The texture is more complicated ,so I used a lot of layers in multi texture channels .You can see a few  of the textures over the above image ,one of which is Diffuse and the other is used as Bump map.In the last image you can see the model in 3 phases.The right shows the patch net ,the middle is without material and texture and the one on the right is the completed model.

 

   you can order any high and low polygon models ,etc...For more info please contact me.

        adel adili            

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