joan of arc lw 002oct05

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page 94 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc Joan of Arc We bring you Michel Roger’s famous ‘Joan of Arc’ tutorial in Lightwave, if you are a Max user and this is new to you the original is fee and can be found in French as Michel’s site http:// mr2k.3dvf.net/ and in English at www.3dtotal. com. INSPIRING If there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michel’s must be it. The community is in debt to him and next month we will be interviewing the man himself! Issue001 Sep 2005 Modeling of the Body - Body Issue002 Oct 2005 Modeling of the Head Head, Ear & Assembly Issue003 Nov 2005 Modeling of the Accessories The Sword & Armour Legs Issue004 Dec 2005 Modeling of the Accessories Armour Bust, Hair & Glove Issue005 Jan 2005 Modeling of the Accessories Accessories & UVW Mapping - Bases Issue006 Feb 2006 UVW Mapping Sword, Clothing, Armour & Body Issue007 Mar 2006 Texturing & Hair Eyes & Skin & Hair Issue008 Apr 2006 Bones & Skinning Bases, Hierarchy & Skinning Download the Face and Ear Images for mod- eling Joan of Arc from the 3dcreative web site here: face_front.jpg face_profile.jpg ear.jpg

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Page 1: Joan of Arc Lw 002oct05

page 94 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Joan of ArcWe bring you Michel Roger’s famous ‘Joan of

Arc’ tutorial in Lightwave, if you are a Max user

and this is new to you the original is fee and

can be found in French as Michel’s site http://

mr2k.3dvf.net/ and in English at www.3dtotal.

com.

INSPIRING

If there has been one single tutorial that has

educated and inspired more budding 3d artists

than anything else, this complete step by step

project by Michel’s must be it. The community

is in debt to him and next month we will be

interviewing the man himself!

Issue001 Sep 2005Modeling of the Body - Body

Issue002 Oct 2005Modeling of the Head

Head, Ear & Assembly

Issue003 Nov 2005Modeling of the Accessories

The Sword & Armour Legs

Issue004 Dec 2005Modeling of the Accessories

Armour Bust, Hair & Glove

Issue005 Jan 2005Modeling of the Accessories

Accessories & UVW Mapping - Bases

Issue006 Feb 2006UVW Mapping

Sword, Clothing, Armour & Body

Issue007 Mar 2006Texturing & Hair

Eyes & Skin & Hair

Issue008 Apr 2006Bones & Skinning

Bases, Hierarchy & Skinning

Download the Face and Ear Images for mod-

eling Joan of Arc from the 3dcreative web site

here:

face_front.jpg face_profile.jpg ear.jpg

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Joan of Arc by Michel Roger

remade for lightwave by Vojislav Milanovich

Welcome to the Lightwave version of this Joan

of Arc tutorial. This tutorial has been recreated

from the original 3dsmax version which Michel

Roger produced on his Joan of Arc model

which is on his site here http://mr2k.3dvf.com.

Modelling the HeadIn the second part of the tutorial we are go-

ing to model the head of Joan of Arc tutorial

complete with the ears. New and pretty non

standard way of modeling is approached.

1 - Select Edit-Backdrop Options from the

upper left main menu in LW Modeler (shortcut

“d” and Backdrop tab) to bring up backdrop

options menu. For BL (bottom left or Front

viewport) load up tete_face.jpg. Choose

512 for Image resolution and turn on Pixel

Blending. Do the same for BR (bottom right or

Right viewport) and load tete_profil.jpg. From

Presets menu choose Save All Backdrops and

save it under face.cfg so you can quickly load

them later.

2 - Before we start here is a small sketch of the

polygon flow that is going to be created. This

way we can plan ahead structure of the model

and avoid problems that might come with facial

expressions and animation.

3 - Activate Box tool from the Create-Primi-

tives-Box (Shift+x) and in the Front viewport

draw small rectangular shape shown in image.

4 - Using the Drag tool (Modify-Translate-Drag

or simply Ctrl+t) adjust the shape of the rectan-

gular to fit the one in the image.

5 - In Front viewport select two most right

points and extend them three times using

Mulitply-Extend-Extender Plus tool (e) and

adjust the shape with Drag (Ctrl+t) tool to fit

the image.

Continue extending and adjusting until you

go around the eye shape like it’s shown in the

image.

6 - Weld points shown in image using Detail-

Points-Weld Points (Ctrl+w)

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7 - Using Drag tool adjust points to fit Front

and Right view shown in image.

8 - Select polygon shown in image and copy it

into another layer.

Select layer two and move (t) the copied poly-

gon above top lip of the background image.

9 - Using the same extending method (Ex-

tender Plus or “e”) extend and adjust (Drag or

Ctrl+t) two times until it fits the image.

10 - Continue extending and adjusting around

the lips until you reach the middle of the bot-

tom lip.

11 - Select the three beginning points of the

upper lip, extend (e) and adjust them to fit the

image.

12 - Cut the polygons from the layer two into

layer one. Select 4 points in order shown in im-

age and create polygon with Create-Polygons-

Make Polygon (or “p” shortcut).

Do the same for the points marked in the im-

age.

13 - Use Extender plus to extend points shown

in image. Adjust them to fit the image.

Repeat the same step for the points marked in

image.

14 - Select polygons shown in image and

apply Multiply-Subdivide-Cut (Shift+u) with 5

cuts.

15 - Select polygons in image and repeat Cut

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(Shift+u) with 3 cuts shown in image.

16 - Using the Knife tool (Multiply-Subdivide-

Knife or Shift+k shortcut) make 3 cuts in the

selected polygon.

Beginner note: When you activate the Knife

tool, you need to drag the area of cutting.

Once you are done with that, you can adjust

beginning and end sides of the knife by left

clicking and dragging on the end points, you

can move whole knife by left clicking and

dragging line that connect ends. You add more

cuts by right clicking on the polygon where you

want more cuts.

17 - Use the Weld Average (Detail-Points-Weld

Average) tool to weld points shown in image.

18 - Geometry after welding.

19 - Use the Drag (Ctrl+t) tool to adjust the

geometry to fit the image. Save your work and

take a break!

20 - Make two extensions like in image using

Extender Plus (e) and Drag (Ctrl+t) or Move

tool.

Using Weld Average weld points shown in

image

21 - Make another two extensions with Ex-

tender Plus tool (e)

Weld Average points shown in image

22 - Select 4 points in image and hit “p” to

create polygon. Repeat the same for 3 points

that surrounds the empty area left behind.

Remember to select points in clockwise man-

ner in order to create polygon facing in correct

direction.

23 - Use the Drag tool (Ctrl+t) to adjust geom-

etry.

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24 - Extend and move shown points to create

bridge of the nose

25 - Select newly created polygons and use

the Knife tool (Shift+K) to make a cut like in

image.

26 - Use the Weld Average tool to weld shown

points.

27 - Using the Drag tool adjust points to fit the

image.

28 - Make another extension like it’s shown in

image.

29 - Make two more extensions like in image

and adjust the points to fit the view.

30 - Select the 13 points shown in image and

activate Detail-Points-Set Value (shortcut “v”),

check X for axis and make sure you have 0m

for the value.

Beginner note: We are going to mirror the left

to the right side of our model. To make sure

they mirror correctly we must set all points

that are laying in the middle of our model to

absolute zero value at X axis.

31 - Activate Mirror tool (Multiply-Duplicate-

Mirror or Shift+v shortcut), set axis to X, make

sure all values are zero and check Merge

points if it isn’t.

32 - Now we are going to add eyeballs to help

us adjust eyelids. Switch to layer two and put

head model in the background. Activate ball

tool from the Create-Primitives-Ball (Shift+o).

Set Type to Globe, Axis to Z, 28 for Sides, 14

for Segments and make it 8cm for X,Y and Z

radius.

33 - With Move (t) and Rotate (y) adjust the

eyeball to fit the image. Press Shift+v to mirror

the eyeball to the other side of the model.

34 - Press apostrophe key (“) to swap fore-

ground and background layers. Press Tab key

to turn SubPatch mode. Turn the Symmetry

mode on (Shift+y) and use the Drag tool to

adjust top and bottom eyelids to the eyeball

sphere. It’s good idea to save your work now.

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35 - Extend and adjust points shown in image

seven times to create cranium of the head.

36 - Select end points of extrusion, press “v” to

bring Set Value requester, set zero for X value.

Tap “m” key to bring merge points requester,

set Range to Automatic and click OK. You

need to get “3 points eliminated” message.

37 - Continue extending cranium of the head

like it’s shown in the image. Repeat the step

36 for ending points of new extension.

38 - Select points that surrounds seam be-

tween two extensions we just created. Hit “m”

to bring Merge points panel, set Range to fixed

and enter Distance of 2 cm, hit OK and the

seam is fixed.

39 - Last series of extensions to build the top

of the cranium.

40 - Again select points and merge them to fix

the seam.

41 - Exit Symmetry mode and create two poly-

gons shown in image.

42 - Select newly created polygons and cut

them in half using Knife tool (Shift+K)

43 - Select points shown in image and hit “p” to

create polygon

44 - Select 5 polygons we just created and hit

Shift+v for Mirror tool, press “n” for numerical

requester, set axis to X, and make sure all

centers are set to zero to mirror them to the

other side. Press “m” to bring Merge points

requester, set Range to Automatic and click

OK. Enter Symmetry mode (Shift+y) and make

necessary adjustments, if they are needed,

with Drag tool.

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45 - Extend these points four times for the chin

and the jaw base.

46 - Continue extending five more times to

create the jaw.

47 - Select end points for the jaw extension,

hit “v” for Set Value and enter 0 for the X axis.

Press “m” for Merge Points, choose Automatic

and click OK.

48 - Exit Symmetry mode (Shift+y) and create

four polygons shown in image.

49 - Select newly created polygons, press

Shift+v for Mirror tool, press “n” to bring nu-

merical requester, set axis to X, all centers to

0 and close the numerical panel. Press “m” for

Merge points, set to Automatical and click OK.

50 - Hit Tab to enter SubPatch mode, enter

Symmetry mode and using the Drag tool tweak

the points to adjust the chin. Save your work!

51 - Create polygons shown in image.

52 - Select polygons shown in image and ap-

ply Multiply-Subdivide-QuickCut1

53 - With Multiply-Subdivide-Cut tool make

two cuts on four polygons under the lower lip.

Uncheck the terminate cuts box.

54 - Select 3 polygons shown in image and

apply Multiply-Subdivide-QuickCut1

55 - Select 2 polygons shown in image and

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apply Multiply-Subdivide-QuickCut1

56 - Weld points shown in image.

57 - Create three polygons shown in image to

fill the gap.

58 - Use the knife tool (Shift+k) to cut the poly-

gon shown in image.

59 - Weld these points.

60 - Make polygons shown in image. Merge

polygons marked with green in image using

Detail-Polygons-Merge Polygons (Shift+z)

command.

61 - Use Drag tool to adjust the points to fit the

image.

Note: At this point it’s not the bad idea to delete

the right side of the model from the front view.

You can always mirror the model later to make

sure it’s symmetrical.

62 - Make sure that middle points are aligned

to 0 on X axis (“v” for set value) and mirror the

model (Shift+v followed by “n” for numerical

requester). Press “q” to change surface, enter

the Head for the surface name, give it some-

what blue color, set both diffuse and specular

to 100%, and turn on smoothing box. This way

you’ll be able to easily spot imperfections in

model, so you can fix them by dragging points.

63 - Cut the shown polygon in half using Knife

tool (Shift+k) and merge marked points.

64 - Create three polygons in image.

65 - Select these three polygons and apply

QuickCut1 to them.

66 - Use Drag tool to adjust points created with

cut.

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67 - Select bottom three polygons and apply

QuickCut1.

68 - Weld these points.

69 - Select shown polygons and apply Quick-

Cut1.

70 - Adjust the shape of the nose so it fits the

background image.

Note: If you want to see through solid geome-

try in Modeler, go to Surface editor and change

the surface transparency to 50 or 75%.

71 - Since Modeler does not support n-gons

(polygons with more than 4 points) there is a

little fix that needs to be done. Select points

shown in image. Leaving points selected,

switch to polygon mode (Ctrl+h) select poly-

gon that both points belong to and activate

Multiply-Subdivide-Split. Edge is automatically

created leaving 5 sided polygon split in two.

Note: You may want to fix symmetry now by

deleting the other side of the model and mirror-

ing the correct side. Remember to save what

you have done so far.

73 - Select four polygons shown in image and

apply QuickCut1 (Mulitply-Subdivision-More-

QuickCut1)

74 - Select five polygons shown in image and

apply QuickCut1

75 - Weld (Ctrl+w) marked points in order

shown in image.

76 - Use the Drag to adjust the shape of the

nose

77 - Select these two polygons and apply

QuickCut1

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78 - Use the Knife tool on the polygon next to it

like it’s shown in the image

79 - Weld selected points

80 - Use the Knife tool to cut this polygon in

half.

81 - Select marked polygon and remove it

(Construct-Reduce-Remove-Remove poly-

gons, shortcut “k” or Delete key to delete it)

82 - Press “m” to bring Merge Points panel.

Select Automatical and click ok. Press “w”

shortcut to bring statistics window. Switch to

Polygon Selection mode and click the small “+”

sign next to 2 Vertices to select all polygons

with two points. Hit “Delete” key to remove

them.

83 - Select 6 points that surrounds the hole of

the nostril. Tap “e” to extend them, and move

them up a bit and scale them to about 75% of

the original.

84 - Nostril hole after extending.

85 - Use the drag tool to adjust the shape of

the nostril and fix geometry if needed.

86 - Onto the mouth now. Select points that

surround the mouth hole. Hit “e” once to ex-

tend and use Stretch tool (Modify-Transform-

Stretch, shortcut “h”) and Move to adjust it in

the middle of the mouth.

87 - Select two polygons shown in image and

activate Bandsaw tool (Multiply-Subdivide-

More-Bandsaw. Set value to 0.5 to cut it in

half, check Enable divide box and click OK.

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88 - Activate Symmetry mode and use the

Drag tool to tweak the mouth shape.

Look of the mouth after adjustments.

89 - To finish the eyelids, select the points that

surround eyeball hole. Hit “e” to extend them,

and move them slightly backward. Hit “e” and

move backward one more time.

90 - Select four polygons of the upper eyelid

and apply QuickCut1

91 - Exit Symmetry mode (if you’re in it) and

weld two points marked in image. Do the same

on the other side of the model.

92 - Enter Symmetry mode, hit Tab for Sub-

Patches and tweak eyelids.

93 - Extend (“e”) and adjust (Drag tool) four

times to create back of the neck.

94 - Select seam points on both side of the

model and hit “m” for Merge points. Activate

Fixed range and enter value of 5 cm or higher

and the seam is fixed.

95 - Using Extender plus make 3 more exten-

sions like it’s shown in image. Adjust the to

make nice round shape for the neck.

96 - Select end points of last extension, hit

“v” to bring Set Value requester, check X axis,

set value to zero and click OK. Press “m” for

Merge Points, set range to Automatic and click

OK to fix the ending seam.

97 - Exit Symmetry mode. Select two polygons

shown in image and apply Bandsaw tool to the

(Multiply-Subdivide-More-Bandsaw).

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98 - Weld Average points shown in image. Do

the same for the other side of the head.

99 - Create polygons shown in image. Select

them, press Shift+v, followed with “n” for mirror

and “m” for merge points. Finally select newly

created polygons, tap “q” for surface, choose

Head surface and click OK to ensure that

newly created polygons are the same surface

name like rest of the head model.

100 - Enter Symmetry mode. Select marked

polygons and apply QuickCut1 to them.

101 - Drag selected points down to adjust

geometry.

102 - Select marked polygons and apply

QuickCut1. Again, adjust two sticking points to

align with rest of geometry.

103 - Select these polygons and apply Spin-

Quad tool (Ctrl+k) twice to fix the geometry.

104 - Exit Symmtery mode and weld these two

points. Do the same on the other side of the

model.

105 - Enter Symmtery mode, select these

polygons and apply SpinQuad (Ctrl+k).

106, 107, 108, 109 Use the Drag tool to tweak

the shape of the neck and jaw area. Once

you’re satisfied with result, save your work and

take a well deserved break.

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Modelling the Ear110 - Modelling an ear is a little daunting

because it is undoubtedly the part of the hu-

man body with the most characteristic details.

However it is not so complicated if broken

down step by step. As usual a drawing allows

you to locate the details with for modeling.

There are no two ears identical but they all

have approximately the same characteristic

details. EDITOR’S NOTE: This is taken from

the original tutorial.

Open Backdrop properties panel (“d” for

Display properties and choose Backdrop tab)

and load up orielle.jpg as BR (bottom right)

backdrop image. Set 512 for image resolution

and click Pixel blending if you wish. Save your

backdrop for later usage.

111 - Start with a simple rectangle as we did

when we started of the head model.

112 - Select two top points and extend (Ex-

tender Plus or “e”) them and adjust (Drag tool)

4 times along outer edge of the ear.

113 - Continue extending and adjusting until

you get all around ear sketch. Weld end points

to join the first and the last rectangle.

114 - Repeat extending for interior part like it’s

shown in the image.

115 - Select marked polygons, hit “e” and

move them slightly backward.

116 - Extend and adjust these points to create

the “slope”.

117 - Create polygons shown in image.

118 - Extend and adjust selected points.

119 - Select marked polygon and delete it.

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120 - Weld marked points.

121 - Create polygons marked on image to fill

the gaps.

122 - Continue filling the holes of the inner part

of the ear.

123 - Press Tab key to turn SubPatches and

make necessary adjustments.

124 - Use Drag to adjust the ear from nice flat

one to more anatomically correct one.

125 - Fill in the hole by creating quads and

triangles.

126 - Select shown polygons and apply Quick-

Cut1 to them.

127 - Weld marked points

128 - Extend (“e”) selected points and move

them slightly backward. Scale them to about

95%.

129 - Select marked polygon. Activate Smooth

Shift tool (Multiply-Extend-Smooth Shift or

Shift+f), just click, don’t move, once on the

polygon. Move newly created polygons inside

the ear and auditory canal is created.

130 - Using the Drag tool tweak the shape of

the ear, until you are satisfied with the result.

Don’t forget to save your work.

Beginner note: This step requires certain

knowledge of anatomy. If this is the first time

you are modeling the ear, don’t be frustrated if

it doesn’t look great. All ears are different, so

you can’t be too wrong. Take a look at ears of

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people around you (just don’t stare to long :)

Learn to see and to observe and you’ll learn

to create.

The AssemblyIn this part we are going to attach ears to head

and head to the body to complete our model.

131 - Load your Joan of Arc head model in

Modeler. Switch to the next empty layer. Click

File from the left upper main menu and choose

Load Object into Layer… command and load

ear model. Put the first layer into background

so we have a reference to work from.

132 - Scale and move ear so it is in correct

proportion to the head. Swap background and

foreground layers by pressing apostrophe key

(‘). Select marked polygons of the head model

and delete them.

133 - Swap layers again (‘) Select marked

points and delete them

134 - Select points that form inner edge of the

ear. Press “e” to extend them once and scale

them and move slightly to the head.

135 - To simplify geometry weld points as it’s

shown in image.

136 - Arrange inner points of the ear to form

nice round shape.

137 - Align the ear to the head.

138 - Select two points of the inner edge

shown in image and activate Select loop

(View-Selection-More-Select Loop to select

all edge points of the ear. Copy (Ctrl+c) them

and paste (Ctrl+v) into the first layer (one that

contain head model).

139 - Select polygons shown in image and

apply QuickCut1 to add another edge to the

model.

140 - Weld these two points to avoid five

points polygon.

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141 - Select polygons that surround ear gap on

the head model. Activate View-Selection-Invert

to invert the selection. Activate Hide Selected

(View-View-Hide Selected, shortcut “-”) to hide

all the polygons we don’t need for next few

steps.

142 - Maximize Right Viewport and switch

view to Wireframe so you can see polygons

and points pasted from the ear model. Create

polygons like it’s shown in the image.

143 - Copy the ear model into layer that

contains head. Hit “m” to bring Merge points

requester, select Automatic for Range and

click OK. You should get “12 points eliminated”

message since we copied 12 points from the

ear.

144 - Activate View-View-Unhide (“\”) to show

all the polygons. If it’s needed make adjust-

ments with Drag tool around the ear shape.

Finally press “q” to assign the same surface

name for whole model (“Head”). Save your

head model, as we going to need it in next

steps.

145 - Now we are going to attach the head

model to a body. Like we did before, select

next empty layer load up your body model

that is built before using File-Load Into Layer

command. Open Background Options and load

Joan of Arc body background preset.

EDITOR NOTE: Here you might want to put

link to provided finished models so someone

who hasn’t went through last months issue

(Modeling the body) can proceed with following

tutorial steps.

146 - Swap layers (‘) and scale and move the

head so it fits background image. Be sure not

to move it on X axis (holding Ctrl key while

moving will lock movement to one axis only). It

is good idea to make your Action Center mode

to Selection (Bottom menu-Modes-Action

Center: Selection or Shift+F8) so your model

won’t be moved while you are scaling it.

147 - Cut and paste the Body model into first

layer. Weld points shown in image to fix the

difference in point count of both body and head

ends.

148 - Build polygons to fill the gap between

neck and body.

149 - In the front view delete whole your right

hand side of the model. Be careful with selec-

tion and ensure only polygons laying on the –X

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side of the model are deleted.

150 - Carefully select points in the middle

of the model. Press “v” to bring Set Value

requester and enter 0 for the X value to ensure

that all middle points are laying exactly in the

center of the model.

151 - Activate Mirror tool (Multiply-Duplicate-

Mirror or Shift+v shortcut). Press “n” for

numerical panel, set X for Axis, zero for Center

X,Y and Z values, check Merge Points box and

close the numerical panel. This way we ensure

the model is perfectly symmetrical.

152 - In Perspective viewport check if model

sides are perfectly seamless. Don’t forget to

save your work.

Next Month:Modelling of the Sword & Leg Armour

Tutorial Remade in Lightwave by

Vojislav Milanovich