Box modeling for beginners ( by julien
Tromeur ) |
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Here we are going to go through a simple method for modeling
: the box modeling.
The process is very simple, you start from a
box, then you subdivide it and use
a few simple tools to get the desired shape.
Here I wanted to model a stupid bird ( stupid and no
wings..), this should take an hour or two.
Let's get started. | |
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First, you just have to create a box :
Right-click, Create Cube
We
are going to use the Universal manipulator tool in
this tutorial : key
Q | |
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Subdivide the box once, and refine the mesh.
By
the way, I use my own button setup for this tutorial, it's not
perfect, it's just very simple, you can download it here.
Put it in your button folder (C:\Program
Files\Silo\Interface\Button Setups), then load it from the
Options/Button Settings menu. Then disable the
Display/Show buttons menu, now you only need to hit
space to see your
buttons. | |
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Hit
space, got into Face
mode. | |
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Select half of
your model, just use the Middle Mouse Button while
dragging to select the back faces.
( Use
shift to add selections (faces, edges etc..), use
shift/alt to remove
selections.) | |
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Now that you have only one half of the model go to
Create/Instance Mirror, this creates a "real time
mirror" of your half, every change you make on one side happens on
the other side as well.
It's very useful for creating organic shapes such as heads
and bodies. | |
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Hit space and select the
Edge mode, then select two edges on the
bottom.
Once selected, hit space and
Connect. This creates an extra edge between the
two, Connect is very useful to add geometry
easily. | |
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Select the face
as shown on the left.
Here we want the
manipulator to match the face's orientation, just activate the
Selection/Auto Orient Manipulator tool to
Normal. | |
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Hit
space and Extrude.
This is where
the Universal Tool Manipulator becomes handy, just
pull, scale and
rotate your new face as desired, this tool makes
modeling very intuitive. | |
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Repeat last
action a few times in order to get a "chicken
leg". | |
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Keep on the
extruding process, try to get a basic foot
shape.
One of the
tools I use the most is the grow selection, it
helps a lot to expand your current
selection. | |
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Once you're
satisfied with the basic foot you're going to add toes. For this
we need to add geometry, we could use the connect
tool between two edges, but we wan also use the
split tool. For this
unsubdivide your mesh, hit space,
select Split tool and just draw your new edge where
you want it. Right click or hit
enter to validate your new
edge. | |
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Then just add
toes like you did for the legs and feet, select a
face, extrude,
pull, scale and
rotate as desired.
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Our foot is
pretty flat at the moment, let's add geometry in the
middle. Select an edge as shown on the picture,
then hit space and Sel Edge ring,
then hit Connect. You now have a new egde in the
middle of the foot.
Sel
edge ring and sel edge loop are
very handy and improve your workflow a lot, try to experiment with
them to understand how they
work. | |
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Now that you
have enough geometry, try to model your feet the way you want
to.
Another
great way to model is to use the tweak mode, in
vertices mode just use crtl and
your mouse to move points around. (again
experiment, that's the best way to learn the
tools). | |
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Now we're going
to model the head. But we need more geometry, just select the
edge as shown on the picture, hit
space and Bevel, try to keep nice
proportions. | |
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Then select the
top faces and extrude as desired. (same process as
for the legs). | |
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Unsubdivide your
mesh, select your head and use the Subdivision/Partial
Subdivide menu. Refine your mesh, you
just added geometry to the head
only.
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Select the front
faces and build a nose with the extrude/scale
method. | |
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Now we're going
to build the eye socket. | |
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Select the
faces as shown on the picture and
extrude inside the head.
You might need to
create polys at this moment (missing polys on the
left), just select the vertices and hit
space/poly from
verts. | |
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One thing I like
to do to get nice round eyes is to build my mesh
around a sphere. Just create a
sphere and try to adjust your model
around.
Feel free to add
geometry around the eye, I used the spit
tool a lot here. | |
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Now we want to
pull the head in order to get a more interesting shape for a stupid
bird.
No problem, Silo has a nice soft
selection mode, enable it in the Selection
menu. Once enabled, play with it using your middle mouse
wheel, and ctrl and your middle mouse
wheel, they change the radius and
strength of your selection.
Pull vertices to
get the stupid head you want. | |
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Try to do the
same with the body.
Now you can
select and scale/rotate big parts
of your body, try to play and give your bird big feet, a big stomach
etc...
Once satisfied
you can de-instantiate your half and merge the two
(merge
vertices). | |
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That's it, we
quickly made a stupid bird with a very simple method, with just a
few tools we saw how to get interesting shapes.
Try to
experiment and discover your own techniques, then
maybe you'll create your own button setup that
matches your needs
better. | |