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Cartoon Character Body Modeling Tutorial

by Khalidur3d

Part-1

Hello every body,

In my previous blog i described how to model a simple Cartoon Character Head in 3d Studio Max. Now i shall describe Cartoon Character Body Modeling Tutorial . Ok lets start……..

First Make a Cylinder with the following segments any where in the viewpot.

Height - 5, Cap - 1, Side - 8.

Then in tool bar right click on the Move Button. A new dialog box will open. In the Absolute World area set the value of X and Y to ‘0′ so that it stands in the middle of the the grid. It helps us in modeling such as when we use symmetry modifier.

[ tips- right click on the spinner arrow button, right side of the value, set value 0 automatically].

Then move the Cylinder upward like below.

Right click on the viewport. A quad menu will be appear. Select Convert To > Convert to Editable Poly.

Now go to Modify panel and to go to Vertex mode. Make the shape of the Cylinder like below with the Move and Scale tools.

Extrude the upper Polygon.

Then scale down the Polygon to make the neck of the body like below.

To make the neck of the body again extrude the poly for two times.

Go to vertex mode and select the upper vertices and adjust them to your reference with Move and Scale tools.

Now go to Edge mode select the Edges as shown below. In the modify panel go to Edit Edges Roll out , and click on the box beside the Connect button. Here we will make new Edges with Connect tool.

A new dialog box named ‘Connect Edges’ will open. Set the segments value to 2 and then press OK.

Look that newly created Edges below.

Again go to Vertex mode and the vertices like below so that it makes the shape like your reference.

Now we will delete one side of our model and use Symmetry modifier. So in the front view port select the Vertices of the left side of the model like below.

Then press Delete button in your keyboard.

Now we will make the hand of our model. For that select the polygons as shown below and delete them.

Go to modify panel and select Border. Then select the border where from we will make hand.

Activate the front viewport. Hold down Shift key and move the selected Border to make hand.

Activate the left viewport and click on View Align button in the modify panel and look the change of the border.

Scale down the Border as reference.

Now go to Edge mode select the Edges as shown below. In the modify panel go to Edit Edges Roll out , and click on the box beside the Connect button. Make sure the Segments value is 1 and click OK.

Again activate the left viewport and click on View Align button in the modify panel and look the change of the newly created Edges.

In the Front Viewport move the Edges toward the Chest.

Make the Edges with Connect tool and change the shape of the newly created Edges with move and scale tools like below.

With the Connect tool make the Edges with Segment value - 5 as shown below.

Make the shape of the Upper arm and forearm.

With Connect tool Make new Edges.

Select the two Edges as below. Right click on the viewport and click on Connect.

Now we will learn the tool “Bridge”. So select the lower two Edges as below-

And click on the button ‘Bridge’ in Modify panel. The selected two edges will be connected with a new polygon.

Now select the Border and click on ‘Cap’ button in Modify Panel. It fills up the hole with a new polygon.

Now select the the two polygons like below and click on the little box beside the Extrude button.

Click on Apply 2 times and click on Ok button.

Now make the the shape of it like below delete the polygons like below.

Now select the two Edges like below. Right click and choose Connect.

Now we will make the leg of our model.

So, Extrude the the select polygon as below as long the leg.

With Connect tool create new Edges like below.

Reshape it as leg or as your reference.

Now we will apply Symmetry modifier to make the other side of the body.

So, go to modify panel and open the modifier list and select ‘Symmetry’.

As a result notice that the other part of the body.

In the next part we will add Legs and Hands and attached them to the body also the Head which we make in our previous Tutorial.

Cartoon Character Body Modeling Tutorial, Part-1 by khalidur3d

Cartoon Character Body Modeling Tutorial, Part- 2 by khalidur3d


Cartoon Character Body Modeling Tutorial

by Khalidur3d

Part-2

In this part we will add Shoe, Hand and Head to the body part.

Hide

To make a simple Cartoon Shaped Shoe in 3d Studio Max, first of all create a box with the following segments-

Length- 2 , Width - 4 , Height - 2.

Convert it to Editable Poly and adjust the position of the vertices of the Box like below so that it look likes a Shoe.

With the Extrude, Hold down Shift and move etc. make the shoe looks like below.

I don’t want to describe it briefly, i think you can do that now.

After finishing Shoe modeling Unhide the Body. Place the shoe where should be … Select the Body part Click on ‘Attach’ button and then click on the Shoe.

Now Shoe will be attached to Body and they will be only one object together.

Now we will make the belt of the body.

In the Modifier Panel click on the bulb, left side of the Symmetry to  Turn Off it.

So, select the Edges where we want to make belt and Chamfer them.

Select the newly created Polygons and Extrude them little bit two times like below. Make sure it is ‘Local Normal’ in the Extrusion Type.

Delete the polygons.

Now turn off Polygon mode. Be sure in the modify panel “Editable Poly” is selected.  Right click any where in the viewport and choose “NURMS Toggle”. Look that the model looks like smooth.

Now we will make Hand.

To make or model a Human Hand in 3d Studio Max i always prefere to start from finger.

Here i also do the same. So let’s start Modeling of Hand. For that Create a Box in the Top Veiw with segments of Length- 1, Width - 1, Height - 5

Convert the box to Editable Poly. Go to Vertex mode.

Arrange the Vertices like below

Select the two Edge loops and with the Chamfer tool add new Edges like below.

Select the polygon wherefrom the finger is started. Extrude it and then delete the poly.

Go to Element mode, and select the finger. Hold down Shift key and move it to copy. a dialog box will open. press ok.

Arrange them like below.

Now select the four Borders like below. Right click anywhere and choose Convert to Vertex. 

Notice the change.

Now click on Weld Option box beside the Weld button. A dialog box called “Weld Vertices” will open. Increase the value of Weld Threshold untill the Vertices are Weld.

Select the Edges like below, hold down Shift key and move to X axis.

Do the same 2 times more.

Select the poly and delete it.

To make Thumb finger Select the polygons of the finger like below and copy it with Shift key + move.

With move and rotate tool place it in thumb finger’s place.

Activage the Target Weld button. First click on a Vertex of the Thumb and then click on Vertex of the hand. In the Picture below it has been shown with the Dot arrow line.

After some adjustment of the vertex of the hand it should be looked like this.

Right click and select NURMS Toggle to turn on and see the Smoot hand.

Now we will Attach it to the Body .

So turn off NURMS Toggle. Select the body. Go to Modify Panel, Click on Attach button and click on Hand.

The Hand will be attached with body.

Now select the two borders.

Connect this two borders with Bridge tool.

Remove the selected Edge as shown below.

Select the two Verteces and right click any where in the viewport and choose Connect. A new Edge will be created. Do the same behind the Hand.

After Attachment Turn on Nurms Toggle and Turn on Symmetry.

Hurrah ! we have made a Cartoon Character. Have fun !

In my next Tutorial I will describe about making of Shirt, Coat etc and Texturing.

 

Cartoon Character Body Modeling Tutorial, Part-1  by khalidur3d

Cartoon Character Body Modeling Tutorial, Part- 2 by khalidur3d

Cartoon Character Head Modeling Tutorial

by Khalidur3d

Hi, I am khalid. At present i am working to make a 3d animation clip with 3ds Max. For that i need a cartoon character and now i am modeling the character. I want to publish my technique of modeling cartoon character so that the Max users can get help from here.

This is my first tutorial. I don’t want to say that it is an exact way of character modeling but you can try it. Now i will show you how to model a simple head of cartoon character. I hope, i will show you the deferent part of modeling, texturing and rigging of the character continuously.

Here i used editable ply technique to model the character. I am trying to show briefly with picture so that the user of max can understand who have some knowledge of 3ds max modeling technique.

Ok, let’s start our tutorial.

Before the character modeling you should you have a reference of the model. you can draw a sketch and insert into Max if you have drawing skill or you can make a reference with Line tool. I used it.

Go to Command panel > Create > Shape > Splines > Line and draw two shape of body for front and left view like below. I am not telling this briefly.

Now our reference is ready and we are going to model. But first we have to freeze the reference so that we can not select it wrongly. So select all the shape and right click on any viewport and click on Properties. A new window will come named “Object Properties”. Now check the ‘Freeze’ option box and uncheck ‘Show Frozen in Gray’ option box. Then press Ok.

Now we will start our main modeling part. First we will model one side of the head then we will apply symmetry to complete our model Go to Command panel > Create > Shape > Splines >NGon. In the front view draw an NGon in the place of right eye and adjust the position in Left view like below. Then right click anywhere and go to Convert to > Convert to Editable Poly.

Now the NGon is six sided polygon. Go to Modify Panel and select Vertex. Position the vertices’s according to reference like below.

Now select the Border of the poly. Select Scale tool [ shortcut - R ]. Hold down Shift key and scale the selected border. New six poly will be created around the NGeon which is now a Editable Poly.

Now select two edeges of left side. Select Move tool [ shortcut - W ]. Hold down Shift key and move the selected edges two times towards the nose position. Another two poly will be create. It is an important technique of the tutorial { hold down Shift key + move = new polygon }.

In front view, in the nose middle position adjust the newly created polygons like below.

Delete the selected poly.

Now the time of using the technique (shift + Move).

Select the indicated edge below, Hold down Shift key in the keyboard and move it down. A new poly will be created. Now in the same way make overall shape of the head according to left view like below.

Create new polygon for lips.

Select tow edges shown in the picture below. In the Edit Edges roll out click on ‘Bridge’. A new polygon will be created between the edges.

Do the same thing selecting the two edges below.

Select the two edges shown in the picture below, click on the Option button right side of ‘Bridge’ button in Edit Edge roll out. A new little window come called “Bridge Edges”. Increase the segments value to 3 then click OK.

Do same for the selected edges below but segmet is 1

In the front view, with Shift + Move create side shape like below. To do this start from chick and end it to up of the head.

To weld the two edges Click on option box beside the ‘Weld’ button and increase the value until the two edges are weld. Then press ok to finish.

Bridge again the selected Edges below to make the upper shape of the head.

Again Bridge like below.

Move down the selected edge to the right place.

Select the two edges and right in any where in the viewport, click on “Connect”. A new edge will be created.

Now select the two Vertex and click on the button “Connect” in the Edit Vartices roll out. they will be connected with a edge.

Select the two edges and click on “Remove” button to remove them.

Select the border and click on the button “Cap” to fill the hole shown below.

Now adjust the placement of the selected vartices below with Move tool.

Now add the Edges like below with “Connect” option.

Now we will fine tune Eye hole of the head. Select the border of eye hole, hold down Shift key and move to Y axis a little.

Now make a sphere in the middle of the eye hole and place it to the placement of eyeball. It is a reference of eye ball.

We will learn how to make a realistic eyeball next time.

Ok, Now adjust the Vartices of around eye hole so that they stay attached with the sphere.

Now with the connect option Make new edges like below.

Move back to Y axis a little bit. Now right click and select the option “NURMS Toggle”. The head will be smooth, like below.

OK, off the NURMS toggle.

To create the nose, select the polygon and click on Extrude option box and decrease or increase the value what you need.

Delete the inner side poly which is newly created.

To make the hole of the nose select the polygon below the nose and Click on Option box right side of the “Insert” button in the Edit Polygons roll out. Adjust the value what you need.

Extrude it with minus value. After extruding you can delete the poly.

Now delete the selected poly of the mouth.

And select the edges of mouth. Hold down Shift key and move it to inner side of the moth to make a hole. It should be more than 3 times.

After arranging it should be looked like below.

Now fill up the back of the head with the technique which are described above , such as Bridge, Connect, Weld etc. I am now showing it. I think you can do it now.

Ok, one side of our Cartoon head has been finished.

Now we will create another side of the head. For that go to Modifier list and select “Symmetry” modifier. It will create the symmetrical part like it.

Oh ho, we left the ear. So in the modify again go to Editable poly mode and make the ear. its so simple.

After applying a Meshsmooth modifier with Iterations value-2, this is the final Cartoon head.

Thats all for Cartoon Head Modeling Tutorial.

Have Fun!

Next coming-

Cartoon Character (Body) Modeling Tutorial

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