This five and a half hour long project in organic modeling covers mainly a polygon-subdiv workflow with some NURBS surfaces being used to create the initial shapes. We go through some of the basic techniques used when editing NURBS which can be very useful when you're creating the initial base mesh for an organic character. The mesh is then converted to polygons to add more detail using many of the different polygon modeling tools such as sculpt geometry to round out shapes and allow for smoother curves, extrude to add geometry in different areas and split polygon tool to allow for a nice topology maintaining quads throughout our model. The different body parts are connected through booleans operations which can sometimes cause problems when modeling, so in this video we take a look at how to prepare for and clean up after using booleans to get the best results. Converting some of the geometry into subdiv's allows us to work on a high-resolution mesh and add more detail to areas such as the hands and joints.
All scene files are included with this project, you'll find them in part 1.
Part 1: Creating an organic base mesh
Basic NURBS modeling techniques with primitives - inserting isopams, adjusting hulls and CV's, detaching surfaces
Converting NURBS to polygons
Combining geometry with booleans and cleaning up after a booleans operation
Polygon modeling tools -cut faces, split poly, sculpt geometry, extrude face/edge
Adding resolution around joints to make the model more suitable for rigging
Planning geometry for good topology on the model
Converting between polygons and subdiv's to work on both a low/ high-resolution mesh
Getting a good edge flow through your organic model
Part 2: Adding detail to the base mesh - Body
Sculpting out muscle structure for arms and body
Shaping model to add muscle detail and get the overall shape by working on sub d geometry, sculpt geo tool to get the edges right
Creating hands from polygon cubes
Part 3: Adding detail to the base mesh - Head
Creating eyes
Making the ears from extruded geometry
Working on the mouth area - adding a base for the gums and sculpting out teeth
Fine tweaking to get the final muscle tone
Using body geomety to get the base shape by using a duplicates of the mesh
Part 4: Creating Armour
Making the belt, bracers and back plate armour
Drawing curves on a live object and lofting surfaces
Polygon modeling tools
Buy the Creature Modelling and Texturing Together. Bundle Price: $25 (Normal price: $45)
Tutorial Details:
Length: 5 Hours 30 Minutes
Author: Kurt Boutilier
Software Used: Maya 8.5, Photoshop
Format: DiVX
Sample: Yes
Points Cost: 16
Instant Checkout Price: $14.95
This tutorial series was encoded using DiVX, please ensure you have the latest divx codec on your machine http://www.divx.com. This will play fine on both a Mac and a PC.