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Chapter 01
Modeling the head
Chapter 02
Modeling the Torso
Chapter 03
Modeling the Arms & Legs
Chapter 04
Modeling the Clothing & Hair
Chapter 05
Modeling the Armour
Chapter 06
Mapping & Unwrapping
Chapter 07
Texturing the Skin & Body
Chapter 08
Texturing the Armour &
Clothing
Enjoy ...
SwordMaster
Part 1
Modeling the Head
Part Two
Modelling the
Torso
1. First step is to open the older file containing
the head made in the first part of this tutorial.
Its better to use a copy of the older file or use
Save as command for this one that is already
open. Select the lower row of edges from the
neck as in Fig 01. Using Edit Polygons >
Extrude Edge tool were extending down the
bottom of the neck. Remember that while were
working with instance option we save plenty
of time working only on a half of the model.
The other half is changing automatically.
Part three
Modeling
the arms & legs
1. Open the old scene containing the
Swordmasters body. Select the edge from the
front and the edge from the back, as in Fig01,
and extrude them downward a little bit. While
the extrude cursor is still active, scale them
inside in order to bring them closer. We intend
to unify the back and the front with a surface
crossing between the legs.
Fig01
Fig02
Fig03
Fig04
Fig05
Fig06
Fig07
Fig08
Fig09
Fig10
Fig11
Fig12
Fig13
Fig14
Fig15
Fig16
Fig17
Fig18
Fig19
Fig20
Fig22
Fig23
Fig24
Fig25
Fig26
Part Four
Modeling the
Clothing & Hair
Introduction
Hello again and welcome to the fourth part of
modelling the swordmaster character based
upon a model by Seong-Wha Jeong. In this
part were going to add hair and clothing to our
model. From this part forward were going to
use multiple techniques and tools and I strongly
recommend you to save as the file in different
stages of modelling. This way you may return to
a previous state of the model and reshape the
body from where you left at that stage.
Fig02
Fig03
Fig04
Fig05
Fig06
Fig07
Fig08
Fig09
Fig10
Fig11
Fig12
13. Add one more cut from the front to the back
as shown in Fig13.
Fig13
Fig14
Fig15
Fig16
Fig17
Fig18
Fig19
Fig20
Fig21
Fig22
Fig23
Part 5
Modeling the
Armour
Welcome to the fifth instalment in the series
which will provide a step by step guide to
building a low poly character based upon a
model by Seong-Wha Jeong. Last month saw
us adding clothing and hair and now we reach
the last phase in the modelling section which will
cover giving our warrior some armour to wear.
Fig01
Fig02
Fig03
Fig04
Fig05
Fig06
Fig07
Fig08
Fig09
Fig10
Fig11
Fig12
Fig13
Fig14
Part 6
Mapping &
Unwrapping
Introduction
Hello everybody. UV mapping and unwrapping
is the bridge between modelling and texturing.
I hope you had a good time modelling and your
character is now in a perfect shape ready for
this part of our tutorial. This part is bit longer
than other parts but your effort will be finally
rewarded when youll learn how to use lots of
new tools such as: UV Texture Editor, planar,
cylindrical and spherical projections, sew and
cut UVs, how to move UVs, how to transfer
UVs from one object to another similar one,
how to relax UVs and many more. Because Ive
wanted to stop this tutorial from being to long I
will present only the most important aspects of
UV mapping without paying to much attention or
even jumping on small details that are easy to Fig01
be use. Nevertheless at least I will mention the
tool I have used for a particular operation.
Fig06
6. Selected the stretched 10 polygons from
Fig07
Fig08
Fig09
Fig10
Fig11
Fig12
Fig13
Fig14
Fig15
Fig16
Fig17
Fig18
Fig19
Fig20
Fig21
Fig22
Fig23
Fig24
Fig25
Fig26
Fig27
Fig28
Fig29
Fig30
Fig31
Fig32
Fig33
Fig34
Fig35
Part 7
Texturing Skin &
Hair
Introduction
Well, we have at last reached the final stages
of our tutorial: Texturing. This is perhaps the
only part of the exercise where you will not be
held by the hand throughout the process. I can
only really point you in the right direction but
the final texture must be created by you as the
steps involved are far too numerous to detail
here. I will break the texture down into the
key components and talk a little about how to
structure your PSD file and organise the various
levels so that changes can be made quickly and
easily.
Fig02
Fig03 use only one colour for all of the shading and
keep it on a single layer. Now that the face has
a shadow layer intact, it is time to add another
layer, this time dedicated to highlights. I chose
an initial pale yellow, as shown by the square
inset in the top left of Fig.4, and set the layer
blending mode to Soft Light. I also used a near
white colour in a few areas to add the brightest
highlights. On the right of the face is the final
version and on the left is the layer set to Normal
blending mode and without any shadows so
you can see more clearly where it is placed.
When painting textures for low poly characters
try and imagine that there is a soft ambient light
above the character, as if they are outside. This
helps the
eye read the
forms better
and generally
creates a
more realistic
lighting
solution.
Fig04
Fig05
Fig06
Fig07
Fig08
Fig10
11. With the face and body sections well
Fig12 13. Copy hair alpha into the Alpha 1 and then
Fig14
15. Now that we have the outline of the hair, we
Fig17
Fig18
Part 8
Texturing Armour
and Clothing.
Introduction
We have finally arrived at the end of this series
of tutorials. Last month we covered the initial
stages of texturing the character by painting in
the skin and hair. This month concludes with
us adding the clothing and armour. As with the
mapping section this is a very detailed and
lengthy process and there is simply not time
to cover every aspect. Instead, I shall detail
some of the key stages which can be applied to
numerous areas of the template and hopefully
provide a practical overview.
Fig03
Fig04
Fig05
Fig07
Fig08
Fig09
Fig10
Fig11
Fig12
Fig14
Fig15
Fig16
17. The next stage involves adding in rivets and a few vertical straps, as 18. To complete the belt we now need to add in the shadows and
shown in Fig.17. You can see that I have also painted in highlights across highlights, which can be done using two new layers, as with the skin in
the middle of the straps. last months instalment. In Fig.18, you can see that I have placed some
general shading around the centre of the belt, as this area falls under
the arm and also made sure there is a shadow around the buckles which
helps fix them to the leather and avoid the appearance that they may be
floating, as it were. Again, I have added some thin stitched lines along
the length which can be traced by a highlight.
Fig20
Fig21
Fig22
Texture painted By
Richard Tilbury
rich@3dtotal.com
Bogdan Suman
suiobo@yahoo.com
The Swordmaster
character was originally created by
Seong-wha Jeong
www.xcloud.net
www.3dcreativemag.com page 101 chaptersephiloss@naver.com
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