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| Figure
1.7 Click for larger view |
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| Figure
1.8 Click for larger view |
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| Figure
1.9 Click for larger view |
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| Figure
1.10 Click for larger view |
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| Figure
1.11 Click for larger view |
Body
Building
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| Figure
1.12 Click for larger view |
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| Figure
1.13 Click for larger view |
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| Figure
1.14 Click for larger view |
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| Figure
1.15 Click for larger view |
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| Figure
1.16 Click for larger view |
In the front viewport create a sphere and change the number
of segments to 32. Change the viewport to "smooth+highlights."
Hey! I can't see the reference material with that sphere sitting
there (Figure 1.7). Open up the material editor, select
an empty material slot and change it's name to "wire frame."
Under basic parameters select "Wire," change the diffuse color
to red (or whatever color will enable the wireframe to pop off
of the background), set it's Self-Illumination to 100% (see
Figure 1.8) and apply it to your sphere. Viola, you can
now see the sphere in wireframe while the reference planes are
in shaded mode (see Figure 1.9).
Apply a 3x3x3 free-form deformation (FFD) and move the control
points into a rough approximation of the lizard's shape as seen
from the front (see Figure 1.10; in this and subsequent
figures, I have decreased the self-illumination of the reference
material to make the wireframe more visible). Switch to the
left viewport and do the same thing (Figure 1.11).
Next apply a 4x4x4 FFD to fine tune the remaining areas (Figure
1.12). Through-out this tutorial, we'll be using low resolution
FFDs to get the basic shape of the object and then higher resolution
FFDs to refine the object further. With this method, we can
quickly sculpt out the basic shape by manipulating only a few
points and then refine the shape with more points later.
You might find that you need more than a 4x4x4 to adequately
deform your object. If so, use FFD box. With this modifier you
get to specify the number of control points in each direction!
You can use a many or as few as you want. For me, I noticed
that I needed to get a dip in the lower center of the front
viewport to represent the fambaa's belly. So I applied a FFD
box and set it resolution to 2x2x5. Then I moved the control
points on either side of the center one up to get the stomach
(this is shown in Figure 1.13).
The Head
Once you have the basic shape of the body done, move on to the
head. The lizard's torso and head seem to have a very similar
shape. There's no reason not to take advantage of this; so,
copy the torso to make the head. Once you've finished making
the clone (name it "fambaa: head"), hide "fambaa: torso." Rotate
the head 180 degrees around the z axis in the top viewport.
Then rotate it in the left viewport so that it more closely
lines up with the reference image. Finally, scale the image
to the correct shape (Figure 1.14).
Next examine the head in each of reference viewports (front
and left) and modify the control points of the FFDs appropriately.
For instance, I removed the 2x2x5 box FFD because the head doesn't
need a "stomach" area. In the FRONT view I then modified the
top FFD (4x4x4) to widen the head and create a central peak.
I also added another 4x4x4 FFD and rotated the lattice (before
changing any of the control point locations) to align with the
front and left viewports and then used the FFD to add some indication
of the jaw/cheek structures. The results of all of the tweaking
can be seen in Figure 1.15 and Figure 1.16.
NOTE: Don't forget that with FFDs you can always go back
and add more detail to the base object. When you do this to
one of the objects, you should also do it to any other "similar"
object you're going to connect to this object. Here, similar
means that a common heritage exists (such as both being made
from spheres). If you don't make sure that the objects have
similar segments, the object which results from the Connect
modifier will have striations which can be a pain to get rid
of (especially if you don't have the Blend modifier).
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