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A Realistic Shark in 3D Studio Max. In this part of the series, you'll create UVs for the Shark using the UVW Unwrap modifier and apply textures. Project Overview: In this latest series, you’ll learn how to create a believable shark in 3D Studio Max. In part 1, author Soni Kumari will walk you through the entire process of modeling the shark’s body, fins, mouth, eyes and teeth using 3D Studio Max’s standard poly modeling tool-set. Later parts in the series will cover UV Mapping and Texturing, as well as creating a versatile and animation friendly rig for the Shark. Additional Files: Download Project Files 1. Step 1 Let’s start 3ds Max and open the "Complete Shark Model.max" file which we saved at the end of the first part of this tutorial. Step 2 With the shark model selected, Right Click on it and then turn off the NURMS Toggle option in the fly out menu.

Step 3 With the shark polygon mesh selected again, click on the Modify panel option and open the Modifier List, then choose the Unwrap UVW modifier. Step 4 Step 5 Step 6 Step 7 2. Create a Realistic Shark in Maya: Part 1. With the recent wrap up of our Realistic Shark in 3D Studio Max series, we're happy to launch a follow up project for our Maya users. Soni Kumari has created a second, more detailed version of the tutorial. Where she'll once again guide readers through the process of Modeling, UVMapping, Texturing, Rigging and Rendering a believable and lifelike shark, this time using Maya's exceptional toolset. Additional Files: Download The Blueprints For This Tutorial 1. Step 1 Before starting to model the shark, let me tell you a little about Subdivision surfaces and Polygon modeling.

This is accomplished by having the ability to work at different component levels of detail on the subdivision surface. Using this method, I have imported all three reference images into the background. You can adjust the attributes of each image by going to to View > Image Plane > Image Plane Attribute. Step 2 In the Image Plane Attribute settings, use the Center X,Y,Z and Width values as needed to match the images. 2. Step 3. Create a Realistic Shark in Maya :Part 2. In this part of the tutorial, you'll learn how to unwrap and texture the shark model. This time we'll explore a different method of texturing inside Maya, which is called 3D paint. This is somewhat like painting in ZBrush or MudBox and allows for direct 3D painting in Maya's viewports. Additional Files: Download the Part 2 Project Files 1. Step 1 To start, let’s open the shark file which we saved in the previous part of the tutorial. Step 2 In the previous part, we applied UVs to the shark's body before converting it into subdivision.

This will open the UV Texture Editor window. Step 3 Now press the F10 key to enter Edge Selection Mode, and then Double Click on both side fin edges to select the entire loop as shown. Step 4 With the edge loops selected, go to the Polygon menu in the UV Texture Editor window and select the Cut UV Edges command to extract a separate shell. Step 5 Step 6 Step 7 Now move the shell away from the main body UVs and place it in a different location, as shown. Step 8 Step 9 5. Create a Realistic Shark in Maya : Part 3. In the third and final part of the series, you'll take the completed shark model and make it animation ready by building a complete rig for the model.

Lessons include: creating and parenting joints, adding control curves and constraints, creating custom expressions, skinning the mesh and editing weight influences. At the end, you'll have a complete and versatile rig ready to animate. 1. Creating Joints for Rigging Step 1 First open the complete textured shark file, which we saved at the end of the last part of the tutorial. Step 2 With the shark selected, create a new layer and turn On the template button to make it a template layer.

Step 3 Now turn on Animation mode to start rigging. Step 4 Jump into the Side view to start creating joints inside the shark body. Step 5 Now go to Skeleton > Joint Tool. Step 6 With the Joint Tool selected, start creating joints from the lower front fins by holding the Shift key for a straight line. Step 7 This bone chain will work as the spinal cord. Step 8 Step 9 2. Maya ユーザ ガイド. Adding 'old' "Split Polygon" Tool to your Shelf (Maya 2013) Modeling a Shark - Pt 1.

Modeling a Shark - Pt 2. Modeling a Shark - Pt 3. Modeling a Shark - Pt 4. Modeling a Shark - Pt 5. Alternative way. Mixamo 3D Characters. 3D Models, Textures and Plugins at TurboSquid.