Character Modeling

jeffroig
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Character Modeling

Post by jeffroig »

Once again I feel the need to share my knowledge and try and give something back for all the efforts that other members have made on this forum.
This tutorial will be on character modeling.
While this is not specific to Poser and more so should be a general topic or general modeling topic.
What I want to show in this tutorial is how to create a complete character minus the rigging in just TS 4.3 and Argile.
So with that being said lets begin.
We are going to model a biped fat frog.
First we start out with a simple sphere in TS.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Next we are going to draw some polygons on the sphere as this is where the mouth will be and we are going to subtract a sphere from it for the eye sockets.
With a little careful pulling of the polygons for the mouth we have created what looks like a mouth and lips.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Next this object is exported out as a OBJ and imported into Argile.
In Argile I perform a subdivision to the model this allows me to begin sculpting and create more of the shape I am after.
Notice something here, all the polygons stay in a horizontal/vertical fashion. Why you may ask, well if you are planning to rigg your character you must always think ahead of each move you make.
You want your head to bend and go side to side without it causing and problems with other polygons in the neck or abdomen.
So as you model you want to keep this in mind or when you do rig your character you will end up with some wild and weird effects when bending the body parts.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Next I subdivide once again so that I am able to add even more detail to the body.
I use the pull tool in Argile and the smoothing tool more than any other tool to get my desired effect.
The eyelids are raised and the mouth is pulled out more and the mouth socket is pushed in.
I also pull out on the areas where I plan to add legs and arms for reference later.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

I am now ready to model the arms and legs.
My arms and legs are designed from simple objects spheres to be honest.
I place them end to end and overlap them until I get the desired size.
Once I am satisfied I then use the Boolean function and join them together.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

The arm is now exported out as a OBJ and imported into Argile.
I use the smooth tool on the seams where each sphere is joined to smooth the joints out and sculpt the arms to give them the look of a arm and sculpt the fingers to show knuckles.
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jeffroig
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Re: Character Modeling

Post by jeffroig »

The leg is next and the same process is done on the leg as was on the arm.
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Pic 10.jpg
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Next the arms are attached to the body by using the Boolean function.
After attaching the arms the object is then exported out as a OBJ and imported in Argile.
Once again the smooth tool is used on the area where the arms are attached to the body to smooth it out.
The move tool is used to sculpt and give the look of shoulders.
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Pic 8.jpg
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Now it is time to attach our legs to our body.
So the Boolean function is used again to do this.
The object is again exported out to Argile.
The smooth tool is used to fix the seams where the legs attach to the body and the move tool is used to pull out the hips and sculpt the thigh and shin.
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Pic 11.jpg
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jeffroig
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Re: Character Modeling

Post by jeffroig »

Now it is time to sculpt the feed to give them a bigger base.
We will not be doing toes in this tutorial as this character will be wearing shoes when it is completely finished.
Attachments
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