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Video Tutorial Box Modeling a Male. Video Tutorial: Box Modeling a Male by Harsh Borah, Vancouver, Canada These are In-Depth timelapse videos of my process of modeling a realistic male figure. I used box modeling technique for this particular piece. Started with a cube, roughing out the whole body, then separating rough mesh into different parts. Like Torso, Head, Arms, Legs and further detailing each part separately. Part 2. Part 3. If you are on slow connection or want to keep these tutorials for future viewing then you can download these video tutorials from CGArena forum. MoI, 3D modeling for designers and artists. Secrets of Swimsuit Babe. Secrets of Swimsuit Babeby Jimmy Chow, Hong Kong Introduction Making an attractive woman is always a goal for most CG enthusiasts.

It’s also true to me. After a few years’ learning, I think it’s time to make one myself. Apart from attractiveness, I also want it to be a full body character, have long hairs; long legs, healthy skin tone, wearing high-heel shoes, and I want to avoid nudity as well. The costume of the character would need to show most of the body. The types to choose are lingerie and swimsuit. The character would be fictitious. Modeling Objective - To make an attractive woman, the facial features as well as the body must be well proportioned. Approach - Here I’m going to do usual polygon modeling. There are basically two different approaches for polygon modeling: box modeling and patch modeling. My goal is to create a model having a good topology up to the level which is good enough to make it look attractive.

Beware of the contours or outlines you’re making. Modeling for animation – Body | CGmascot. Character modeled for animation is modeled to deform well in animation. This article desbribes benefits of edgeflow and edgeloops and the general ways to use them on a human/humanoid torso and limbs. To begin check out my article on surface flow, if you already haven’t. And then, to go futher we need to understand edgeloops. Quoting guru Bay Raitt: An Edge Loop is an interlocking series of continuous mesh edges used to accurately control the smoothed form of an animated subdivision surface. Edgeflow and Edgeloop are essentially the same thing. Overall edgeflow within each looped area matters, too. The general advice is to model the flows following the main muscles under the skin. What if you want superb muscle definition? What are the Main Masses moving in a human/humanoid?

Back of a character bends below the chest. Highlights and edges show the flows I like to use for this model. The loops above, in limbs and at the top of the shoulder, are variations of a very useful x-loop. Making Time For Art #2 - Now with tutorial movie PART 1. MoI, 3D Modeling for Designers and Artists. Part 7: The Ear. I am finishing things off with the ear. 1. I start off with adding edges so I will have enough definition to form the shape of the ear. I also start things off by creating a pole-type topology for the ear. I connect and then rotate the newly-created ring. 2. 3. 4 - 7. 8. So that is it for the head. Text and Images Copyright © 2004 Tony Jung. Part 4: The Nose. Okay, now for the nose. I do not model the nose until about now. The reason is because, the nose is a b*tch to model.

It generally has many topology consideration that needs to work for facial animation and just so it looks good. It also demands a lot of reworking of the surrounding topology, but if you have a nice topology flow already established it will help more than hurt. One of the thing that makes the nose so tricky to model is that it requires more densely packed definition in a small area and that can cause problems, especially if it produces 5-points that won't play nice with deformation. Now a little rundown of what I did in this series. 2. 3. 4. 5. 6. 7. Text and Images Copyright © 2004 Tony Jung. Edge Loop - Bay Raitt. Modeling In keeping with our theme of making a mess, get to the model into a state that you like as quickly as possible. You have to see what you're making before you can revise it. Remember though, the efficiency rules still apply. If you can't spin your model around, your going to miss critical mistakes that you won't catch until its actually been animated.

Make a mess, but keep it clean. As for the basics of sculpting, there are only two qualities that truly define your model. The silhouettes ofthe contour lines. The edge loop When modeling the moving organic form, it is critical that you give yourself the control curves that will let you best manipulate silhouette and contour.

Finally, study shadows of people and animals to look for inspiration about where to place your control curves. fairylikeness and design copyright 1998 Nichimen Graphics and Bay Raitt. Modeling - Showcase - Collection of work from the 3D Animation & Visual Effects program at Vancouver Film School. VFS students graduate with a portfolio project or demo reel designed to demonstrate their creative and technical abilities to potential employers and collaborators. These pieces are often the key factor in our students getting hired by internationally renowned companies like Pixar, Lucasfilm, and Electronic Arts.

What follows is a selection of outstanding student projects by program. 3D Animation & Visual Effects Student-created 3D animation, modeling reels, and visual effects reels. more Classical Animation 2D films and Flash animations by Classical Animation students. more Digital Character Animation Character-based animations made in less than 6 months. more Acting for Film & Television Short films showcasing Acting students' skills. more Digital Design Examples of Motion Design, Interactive Design, and Communication Design projects created by students. more Entertainment Business Management Film Production Film students' Final Projects and Documentaries. more Game Design.