This tutorial is going to go through the process of creating a generic character
for use in Game Engines Such as Blitz 3D, Halflife etc, Once complete the model
will be available for FREE download. The modelling will done in Cinema 4D, UV's
in Unwrap 3D and skin in Photoshop but feel free to use your preferred software.
This first part will go through the setup of the reference pics and the modelling
side of things so read on and I hope you find it useful!!
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First thing to do is draw up a reference pic, feel free to use this one!! Then
I find out the image size in this case 531x600 pixels and I save it as something
like "ref531x600.jpg" with the image size in the filename, this just makes it
easier when setting up the pics in the 3D program, in this case Cinema 4D.
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1. Click on EDIT above the viewport and 2. choose CONFIGURE to choose the reference
pic.
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1. Click the File Button and 2. Choose the refpic and 3. Set the horizontal/vertical
size to the refpics size in pixels, this keeps it in proportion as it was drawn.
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Now for each Viewport FRONT and SIDE use OFFSET to centre the image on the main
AXIS, this just keeps things nice n tidy, See next pic!
Heres the setup, nothing in TOP viewport, the front and sides are aligned to
the main AXIS as shown, OK now lets get busy!
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To start with create an 8-Sided cylinder with 1 height segment, and the cap with1
segment instead of the default 3, MAKE IT EDITABLE by pressing "C" to create,
scale and position it to fit roughly over the torso in the ref pic...I also rotated
it a little so the sides were square(vertical)
Using the most fantastic tool on the planet, THE KNIFE TOOL press "K" to activate
it and drag some cuts across the torso as shown, these will add the points that
allow us to shape it. If your using a program like Milkshape that has no knife
tool simply create the cylinder with 5-6 stacks and move the points similarly.
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1. I also made a KNIFE cut in the front view right down the middle vertically
this is so we can mirror it in the next step, 2. Delete these points so we just
have half...see next stage!
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1. Click and 2. Choose a SYMMETRY object, 3. Drag and drop the cylinder into
it, 4. Change the WELD to 1.0 and all the points down the middle are AUTO-WELDED
and the half is Mirrored....Sweet!
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OK now this is the Tweaky part, basically in POINT MODE use the SELECT/MOVE tools
to move various points into the general shape of the Torso as shown, Constantly
checking the 3d View from all angles, these are the things its hard to show,
but basically I spend 10-30 mins moving points around, pushing/pulling etc....
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Create another 8 Sided, 1 Segment Cylinder and scale and rotate it to roughly
fit the leg in the reference pic, MAKE EDITABLE by pressing "C" as usual, again
if your using a program like Milkshape that has no knife tool simply create the
cylinder with 5-8 stacks and move the points similarly.
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Much like the Torso, Make some Cuts with the KNIFE tool and get pushing points,
basically follow the ref pics and keep Checking the 3d view as you go from all
angles!!
1. To CONNECT select the leg and Torso objects and RIGHT-CLICK to bring up the
menu, 2. Choose CONNECT and 3. A new object is created made up of the previous
two, NOW DELETE the old leg and torso objects!
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Drop the New object back into the SYMMETRY and we have TWO legs, Woohoo..well
its not that exciting but still ;-)
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OK the arms we'll do a slightly different way for fun, I selected the Faces on
the torso that make up the Arm-Hole and EXTRUDED em out once, moved down and
rotated and scaled to fit the Cuff as shown...
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In a similar way to the leg/torso make some cuts using the KNIFE tool (see I
told ya it was good) Then back to Tweaking in POINT MODE and checking the 3D
View. I spent another 10-30 mins just moving points around in the arms getting
things to look right etc
Its coming along, Guess what? more tweaking using the 1. POINT/EDGE/FACE modes
2. The translation Tools basically keep pushing/pulling, I also added a few more
points in the shoulder area. The other thing is I use TRIANGLES instead of QUADS
sometimes because when a Quad gets SYMMETRY'd its triangles get reversed and
can mess up the flow on the other half, so I force it by deleting it and Using
the BRIDGE tool in POINT MODE to rebuild it as two Triangles!
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I deleted the faces on the bottom of the torso and top of the legs, and in POINT
MODE using CTRL and clicking I added some points, then using the BRIDGE tool
I built the faces from the leg to torso, theres various ways to do it I just
chose this method this time. Carry on round and build the backside as well!!
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OK to add the collar detail 1. Go into FACE MODE and 2. Select the faces as shown
and EXTRUDE INNER by pressing "i" and then dragging it in a bit, 3. Tidy up the
inner edges by welding the POINTS, now select the faces as shown ready to EXTRUDE.
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EXTRUDE upwards TWICE, this is to give us some faces to EXTRUDE the collar from,
Also DELETE the faces as shown and move the points back horizontally to the middle
AXIS so it AUTO-WELDS properly, these faces are created when EXTRUDED so be aware
of them otherwise unwanted things can happen ;)
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Ok from the outside select the faces and EXTRUDE as shown, and then TWEAK to
shape the collar by using the select/move tools in POINT MODE as usual!!
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As you can see we pretty much have a decent enough looking model that closely
resembles the Ref pic from both front and side. The Ref pic is an important aspect
of this kinda work, the rest is practice, Tweaking and a lot of patience!
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The Next Tutorial will focus on the hands, Feet and Most of all the HEAD!! As
its quite a complex subject I figured I'd write it as a seperate part, So look
out for the next installment and I hope you found this tutorial useful, any questions
on anything feel free to drop by the forums and ask away ;-)