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page 1 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Joan of ArcWe bring you Michel Roger’s famous ‘Joan of
Arc’ tutorial in Lightwave, if you are a Max user
and this is new to you the original is fee and
can be found in French as Michel’s site http://
mr2k.3dvf.net/ and in English at www.3dtotal.
com.
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him and next month we will be
interviewing the man himself!
Download the ‘Front’ and ‘Profile’ Images for
modeling Joan of Arc from the 3dcreative web
site here:
front profile
page 2 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Modelling of the body
Why model the body if the final character has
clothes ?
First of all it is a good exercise and you should
never miss the opportunity to go in at the
bottom of the things and because it will be
very easy to take support from the body to
model clothing later, thus giving a true volume
to the character. Of course there is no need to
make the body with lots of details, thus the feet
will be very simplified and the hands will be
modelled as gloves. Right first of open Image
Editor (F6) and load backdrop images face.jpg
and profile.jpg
1 - Open Backdrop Options panel (Edit-
Backdrop Options… or tap “D” and switch
to Backdrop card in the top menus. Under
Viewport select BL (Bottom Left viewport) and
load face.jpg, check Pixel Blending and select
512 for Image Resolution. For BR (Bottom
Right viewport) load profile.jpg, and also check
Pixel Blending and 512 Image Resolution.
Beginner note: It’s good to save backdrop
presets for images since LightWave doesn’t
load them after restarting program. It’s under
Presets-Save All Backdrops. Presets for all
viewports are now saved in separate files and
they can easily be loaded after restarting the
Modeller
2 - Under Create-Primitives choose Box (“X”)
press “n” to bring numerical requester and
close to create basic 1m cube.
3 - Use the Size (Modify-Transform-Size, or
“H”) and Move (Modify-Translate-Move, or “t”)
in Right Viewport to adjust the cube to toes
in background image. Use Drag tool (Modify-
Translate-Move, or “Ctrl+t”) to adjust cube’s
edges to the toes. Lasso select left most side
of the cube and extend it with Extender Plus
tool (Multiply-Extend-Extender Plus or “e”) and
move it slightly to the left. Repeat extending
step three more times. Again use the Drag tool
to adjust it to fit the image.
4 - Still in Right Viewport, use Extender Plus
(e) to extend the beginning of the leg and
adjust the points using Drag tool.
5 - In Perspective Viewport select two side
polygons of the foot and activate the Bandsaw
tool (Multiply-Subdivide-More-BandSaw),
check Enable divide box and click OK.
6 - Add another Bandsaw for the leg side using
the method described as above.
Joan of Arc by Michel Roger
remade for lightwave by Vojislav Milanovich
page 3 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 3 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
7 - Active Subpatch tool from the Construct-
Convert-SubPatch (or the Tab shortcut) to
convert model into subdivided one. Press “q”
to change the surface name to something like
“body” and give it some clear colour so we can
see what we are doing. (Note: This is way it
is more simple to do in LW than in Max so the
next two steps are skipped because they aren’t
necessary)
8 - With Drag (Ctrl+t) and Size (Shift+h) tools
adjust control points so they fit the background
images.
9 - Select the marked polygons and apply
BandSaw tool add another subdivision along
the front side of the leg.
10 - Select the top 4 polygons of the leg
and delete them. Select the top points of the
leg and use Extender Plus tool to continue
extending along the rest of the leg and adjust
to fit the shape of the leg.
11 - Add three more sections using Extender
Plus tool to ensure enough geometry to
correctly fold abdomen and tweak the points if
necessary. It’s a good idea to save your work
now. Beginner note: Always save your work.
There’s nothing more frustrating than hours
and hours lost due to power failure or such.
You can find Save option under File-Save
Objects, but shortcut “s” saves your model
and your time. There’s also Shift+s shortcut
for incremental saving of your work which
basically add revision numbers after your
model name (modelname_v001, _v002 and
so on).
12 - Views from front, right, back and
perspective.
13 - Switch to Points Selection mode (Ctrl+G)
and select points in order shown in image.
Using Weld option from Detail-Points-Weld
(Ctrl+W) join these two points.
14 - Switch to Polygons Selection mode
(Ctrl+H) and select polygons shown in image.
Join these two polygons by using Merge
Polygons tool from Detail-Polygons-Merge
Polygons (Shift+z shortcut)
Hit “e” to extend this polygon once.
page 4 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 4 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
15 - Change Action Center to Origin mode. You
can do this from Bottom Menu-Modes-Action
Center: Origin or by pressing Shift+F6.
Activate Stretch tool from Modify-Transform-
Stretch (shortcut key h) and holding Ctrl key
left click and move mouse to the left until it’s
stretched 0% in X axis. Beginner note: In the
lower left corner of Modeller interface there
is Info box with numerical information about
what you currently do. So, when you are
moving the mouse to stretch polygon, like we
did in previous step, it will show how much
in percents we are doing this, so just keep
moving until it reaches 0%. Holding Ctrl key
while doing the action will lock it to only one
axis.
16 - Select these two polygons and delete
them as they are not needed and they only
cause trouble when changing from Polygons
to SubDivisions (“tab” key) due to LightWave
inability to convert n-gons (polygons with more
than 4 points) to SubDivision surfaces.
17 - Activate Mirror tool from the Multiply-
Duplicate-Mirror (Shift+v) and tap “n” to bring
in numeric requester for the tool. Make sure all
values are set to zero and Axis is set to X.
18 - Select top row of points and extend (e)
and move (t) them up twice. Using Scale
(H) and drag (Ctrl+t) tools make necessary
adjustments to fit the geometry.
Beginner note: There are two ways of selecting
points needed in previous steps. First is to
use Lasso select by clicking the right mouse
button and dragging around the area you wish
to select. Another, and sometimes much easier
way, is to select two points in a direction you
wish to select and activate Select Loop tool
found in View-Selection-More-Select Loop.
You may wish to create a shortcut for this tool
because you will certainly find it more than
useful.
19 - Repeat previous step and make 5 more
extends. Adjust geometry to fit one shown in
the front, right and back views of the model.
Beginner note: Don’t be too scared if your
geometry is not identical to the images shown.
With time and experience you’ll train your eye
to know whether something is wrong or not.
Just keep practicing and tweaking until it looks
right. It’s always a good idea to finish the whole
model in correct proportions and then tweak
fine details. Change your perspective viewport
from wireframe shade to smooth shade to
check polygon flow. You also might want to
change from SubDivides to polygons and vice
versa to make sure everything is right. This is
easily done in Modeller by pressing Tab key to
switch between modes.
20 - Since we are going to work on both sides
of the model, turn the Symmetry mode on. This
is done by simply clicking on the Symmetry
button in the bottom menu bar of Modeller or
by Shift+Y shortcut. Select the polygons shown
in image. Cut them in half using QuickCut1 tool
page 5 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 5 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
found in Multiply-Subdivide-More-QuickCut1.
Switch to Polygon Selection mode (Ctrl+h) and
deselect all polygons by clicking on the blank
grey area under the left toolbar or by pressing
slash key (/).
21 - Select polygons shown in image. Notice
how Modeller selects polys on both left and
right sides of the model. Click twice Detail-
Polygons-SpinQuads tool (or press Ctrl+k
twice) to correct geometry flow. Turn the
Symmetry mode off and switch to Point
Selection mode (Ctrl+G) or by simply pressing
the space bar. Deselect all points in the same
way we did for polygons in previous steps
(click the grey blank area or tap /).
22 - Select points in order shown in image.
Join them by using Weld tool (Ctrl+w). Repeat
the same for the other side of the model for
symmetry sake.
Beginner note: Weld tool (Details-Points-Weld
or Ctrl+w) join points into the place of the last
one selected, Weld Average joins them into
the average distance between selected points,
while Unweld is opposite of the Weld tool.
23 - Repeat previous step for points on the
back side of our cut model as shown in the
image and don’t forget to do the same for both
left and right side of the model.
24 - Be sure you are in the polygon work
mode. Turn the Symmetry mode on (Shift+Y).
Select the 7 polygons on the back of our model
shown in the image. Cut them in half using
QuickCut1 tool.
25 - Turn the Symmetry mode off. While
working in Point Selection mode deselect
everything and weld upper and lower ending
points as shown in the image. Don’t forget
to repeat the same for the other side of the
model.
26 - The model looks nice so far but we still
need to make gluteus more round. We’ll apply
the same technique of cutting and welding to
add more geometry to control the subdividing.
Turn the Symmetry Mode on (Shift+Y) and
select 5 polygons shown in image. Apply
QuickCut1 and deselect everything (/).
27 - Exit Symmetry mode (Y) and weld points
shown in image (two welds in total). Do the
same for the other side of the model.
page 6 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 6 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
28 - Enter the Symmetry mode (Y) and select
the polygons shown in image. Merge polys
by choosing Detail-Polygons-Merge Polygons
(Shift+z). Adjust your geometry by dragging
control points, because the buttocks might look
a little bit flat.
29 - Select the top points of the model and
extend them using Extender Plus (e), move
them up and adjust them to fit the backdrop
image. Repeat the same step until you get to
the shoulders.
30 Repeat extending twice more to get to the
place where the neck meets the body. Tweak
the points to create a nice round shape for the
neck.
31 - Select four polygons that will make the
base of the arm and delete them.
32 - Be sure you are in polygon work mode
(tab). You will need more polygons for the arm
so select the polygons above the arm base
from upper to lower and do the QuickCut1.
33 - Select points as shown in image and weld
them (Ctrl+W). Do the same for the other side
of the model.
34 - Select open points that make the base of
the arm and extend them using Extender Plus
tool (e). Move them (t) and adjust the shape.
Do it once more to create the shape of the
shoulder.
35 - Continue with extending (e) and reshaping
three more times to create the upper part of
the arm.
36 - Keep on extending and tweaking nine
more times until you get to the wrist.
page 7 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 7 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
37 - Now, let’s move to the breasts. Exit
Symmetry mode, select points shown on the
image, and apply Detail-Points-Weld Average.
Do the same to the other part of the model.
38 - In polygon work mode (Tab) select the
two polygons shown in the image and apply
Multiply-Subdivide-Triple (Shift+t). Repeat the
action for the other side.
39 - Enter Symmetry mode and move the
center point in the Right Viewport to match the
background image.
40 - Select points shown in image
41 - Select polygons shown in image and
apply Multiply-Subdivide-Split (Ctrl+l). Repeat
last two steps for the other side of the model.
42 - Select the four polygons shown in image
and apply QuickCut1.
43 - Select the shown points and weld them
(Ctrl+w). Repeat for the other side of the
model.
44 - Select polygons in image and apply Triple
(Shift+t)
45 - Select shown points and weld them
(Ctrl+w) and repeat the same action for the
other side of the model.
page 8 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 8 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
46 - Select polygons and merge them
(Shift+Z). Select polygons rounded with red
and apply QuickCut1 to them. Press Space to
switch to Polygon Selection Mode, deselect
everything and bring up statistic window by
pressing shortcut key “w”. Click on the little
+ next to the 2 Vertices to select all two point
polygons created by welding points and
delete them by pressing “-” key. These are
not needed, because subdivisions only work
with 3 and 4 sided polygons. Press “Tab” key
to switch to Subdivision surfaces, turn the
Symmetry mode on and adjust the shape of
the breasts by using Drag tool (Ctrl+t).
47 - Breasts after adjustments
Now we are going to make certain corrections
to the geometry flow to ensure everything is
going to work well when we setup bones and
deformers for the model.
48 - Select these two polygons and apply
QuickCut1 to them.
49 - Make two welds on marked points
50 - Select the shown polygons and merge
them (Shift+z) and repeat the same for the two
below triangles.
51 - Select shown polygons and apply
SpinQuads (Ctrl+k) to them once.
52 - Select marked polygons and apply
QuickCut1
53 - Weld points in order shown on image.
page 9 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 9 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
54 - SpinQuad marked polygons once
55 - QuickCut1 on selected polygons
56 -Weld points in order shown on image.
57 - QuickCut1 on selected polygons
58 - Welding end points.
59 - Select two marked polygons and merge
them (Shift+z), apply the same for the two
lower triangles.
60 - Select marked polygons and QuickCut1
them.
61 - Deselect everything and weld (Ctrl+w) two
marked points. Repeat these two steps on the
other side of the model.
62 - Select polygons in order shown in image
and apply QuickCut.
page 10 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 10 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
63 - Weld points marked on image and repeat
the same step for the other side of the model.
64 - Select polygons marked in image and
merge them (Shift+z) to get rid of unnecessary
triangles.
Now you can proceed onto fine tweaking of
model shapes. Use Drag (Ctrl+t) tool to move
control points to your desire making certain
curves less or more pronounced.
Beginner note: It’s quite easy to break
symmetry during modelling and tweaking of
the model. However, this can be easily fixed.
Simply delete the wrong side of the model,
make sure central points are laying on the 0
for X axis (select them bring Set Value tool by
taping “v”, choose X axis and set value to zero)
and mirror one side to the other (Multiply-
Duplicate-Mirror or Shift+v).
Next Month:Modelling of the Head - Head, Ear & Assembly
Tutorial Remade in Lightwave by
Vojislav Milanovich
page 94 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Joan of ArcWe bring you Michel Roger’s famous ‘Joan of
Arc’ tutorial in Lightwave, if you are a Max user
and this is new to you the original is fee and
can be found in French as Michel’s site http://
mr2k.3dvf.net/ and in English at www.3dtotal.
com.
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him and next month we will be
interviewing the man himself!
Issue001 Sep 2005Modeling of the Body - Body
Issue002 Oct 2005Modeling of the Head
Head, Ear & Assembly
Issue003 Nov 2005Modeling of the Accessories
The Sword & Armour Legs
Issue004 Dec 2005Modeling of the Accessories
Armour Bust, Hair & Glove
Issue005 Jan 2005Modeling of the Accessories
Accessories & UVW Mapping - Bases
Issue006 Feb 2006UVW Mapping
Sword, Clothing, Armour & Body
Issue007 Mar 2006Texturing & Hair
Eyes & Skin & Hair
Issue008 Apr 2006Bones & Skinning
Bases, Hierarchy & Skinning
Download the Face and Ear Images for mod-
eling Joan of Arc from the 3dcreative web site
here:
face_front.jpg face_profile.jpg ear.jpg
page 95 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Joan of Arc by Michel Roger
remade for lightwave by Vojislav Milanovich
Welcome to the Lightwave version of this Joan
of Arc tutorial. This tutorial has been recreated
from the original 3dsmax version which Michel
Roger produced on his Joan of Arc model
which is on his site here http://mr2k.3dvf.com.
Modelling the HeadIn the second part of the tutorial we are go-
ing to model the head of Joan of Arc tutorial
complete with the ears. New and pretty non
standard way of modeling is approached.
1 - Select Edit-Backdrop Options from the
upper left main menu in LW Modeler (shortcut
“d” and Backdrop tab) to bring up backdrop
options menu. For BL (bottom left or Front
viewport) load up tete_face.jpg. Choose
512 for Image resolution and turn on Pixel
Blending. Do the same for BR (bottom right or
Right viewport) and load tete_profil.jpg. From
Presets menu choose Save All Backdrops and
save it under face.cfg so you can quickly load
them later.
2 - Before we start here is a small sketch of the
polygon flow that is going to be created. This
way we can plan ahead structure of the model
and avoid problems that might come with facial
expressions and animation.
3 - Activate Box tool from the Create-Primi-
tives-Box (Shift+x) and in the Front viewport
draw small rectangular shape shown in image.
4 - Using the Drag tool (Modify-Translate-Drag
or simply Ctrl+t) adjust the shape of the rectan-
gular to fit the one in the image.
5 - In Front viewport select two most right
points and extend them three times using
Mulitply-Extend-Extender Plus tool (e) and
adjust the shape with Drag (Ctrl+t) tool to fit
the image.
Continue extending and adjusting until you
go around the eye shape like it’s shown in the
image.
6 - Weld points shown in image using Detail-
Points-Weld Points (Ctrl+w)
page 96 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
7 - Using Drag tool adjust points to fit Front
and Right view shown in image.
8 - Select polygon shown in image and copy it
into another layer.
Select layer two and move (t) the copied poly-
gon above top lip of the background image.
9 - Using the same extending method (Ex-
tender Plus or “e”) extend and adjust (Drag or
Ctrl+t) two times until it fits the image.
10 - Continue extending and adjusting around
the lips until you reach the middle of the bot-
tom lip.
11 - Select the three beginning points of the
upper lip, extend (e) and adjust them to fit the
image.
12 - Cut the polygons from the layer two into
layer one. Select 4 points in order shown in im-
age and create polygon with Create-Polygons-
Make Polygon (or “p” shortcut).
Do the same for the points marked in the im-
age.
13 - Use Extender plus to extend points shown
in image. Adjust them to fit the image.
Repeat the same step for the points marked in
image.
14 - Select polygons shown in image and
apply Multiply-Subdivide-Cut (Shift+u) with 5
cuts.
15 - Select polygons in image and repeat Cut
page 97 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
(Shift+u) with 3 cuts shown in image.
16 - Using the Knife tool (Multiply-Subdivide-
Knife or Shift+k shortcut) make 3 cuts in the
selected polygon.
Beginner note: When you activate the Knife
tool, you need to drag the area of cutting.
Once you are done with that, you can adjust
beginning and end sides of the knife by left
clicking and dragging on the end points, you
can move whole knife by left clicking and
dragging line that connect ends. You add more
cuts by right clicking on the polygon where you
want more cuts.
17 - Use the Weld Average (Detail-Points-Weld
Average) tool to weld points shown in image.
18 - Geometry after welding.
19 - Use the Drag (Ctrl+t) tool to adjust the
geometry to fit the image. Save your work and
take a break!
20 - Make two extensions like in image using
Extender Plus (e) and Drag (Ctrl+t) or Move
tool.
Using Weld Average weld points shown in
image
21 - Make another two extensions with Ex-
tender Plus tool (e)
Weld Average points shown in image
22 - Select 4 points in image and hit “p” to
create polygon. Repeat the same for 3 points
that surrounds the empty area left behind.
Remember to select points in clockwise man-
ner in order to create polygon facing in correct
direction.
23 - Use the Drag tool (Ctrl+t) to adjust geom-
etry.
page 98 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
24 - Extend and move shown points to create
bridge of the nose
25 - Select newly created polygons and use
the Knife tool (Shift+K) to make a cut like in
image.
26 - Use the Weld Average tool to weld shown
points.
27 - Using the Drag tool adjust points to fit the
image.
28 - Make another extension like it’s shown in
image.
29 - Make two more extensions like in image
and adjust the points to fit the view.
30 - Select the 13 points shown in image and
activate Detail-Points-Set Value (shortcut “v”),
check X for axis and make sure you have 0m
for the value.
Beginner note: We are going to mirror the left
to the right side of our model. To make sure
they mirror correctly we must set all points
that are laying in the middle of our model to
absolute zero value at X axis.
31 - Activate Mirror tool (Multiply-Duplicate-
Mirror or Shift+v shortcut), set axis to X, make
sure all values are zero and check Merge
points if it isn’t.
32 - Now we are going to add eyeballs to help
us adjust eyelids. Switch to layer two and put
head model in the background. Activate ball
tool from the Create-Primitives-Ball (Shift+o).
Set Type to Globe, Axis to Z, 28 for Sides, 14
for Segments and make it 8cm for X,Y and Z
radius.
33 - With Move (t) and Rotate (y) adjust the
eyeball to fit the image. Press Shift+v to mirror
the eyeball to the other side of the model.
34 - Press apostrophe key (“) to swap fore-
ground and background layers. Press Tab key
to turn SubPatch mode. Turn the Symmetry
mode on (Shift+y) and use the Drag tool to
adjust top and bottom eyelids to the eyeball
sphere. It’s good idea to save your work now.
page 99 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
35 - Extend and adjust points shown in image
seven times to create cranium of the head.
36 - Select end points of extrusion, press “v” to
bring Set Value requester, set zero for X value.
Tap “m” key to bring merge points requester,
set Range to Automatic and click OK. You
need to get “3 points eliminated” message.
37 - Continue extending cranium of the head
like it’s shown in the image. Repeat the step
36 for ending points of new extension.
38 - Select points that surrounds seam be-
tween two extensions we just created. Hit “m”
to bring Merge points panel, set Range to fixed
and enter Distance of 2 cm, hit OK and the
seam is fixed.
39 - Last series of extensions to build the top
of the cranium.
40 - Again select points and merge them to fix
the seam.
41 - Exit Symmetry mode and create two poly-
gons shown in image.
42 - Select newly created polygons and cut
them in half using Knife tool (Shift+K)
43 - Select points shown in image and hit “p” to
create polygon
44 - Select 5 polygons we just created and hit
Shift+v for Mirror tool, press “n” for numerical
requester, set axis to X, and make sure all
centers are set to zero to mirror them to the
other side. Press “m” to bring Merge points
requester, set Range to Automatic and click
OK. Enter Symmetry mode (Shift+y) and make
necessary adjustments, if they are needed,
with Drag tool.
page 100 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
45 - Extend these points four times for the chin
and the jaw base.
46 - Continue extending five more times to
create the jaw.
47 - Select end points for the jaw extension,
hit “v” for Set Value and enter 0 for the X axis.
Press “m” for Merge Points, choose Automatic
and click OK.
48 - Exit Symmetry mode (Shift+y) and create
four polygons shown in image.
49 - Select newly created polygons, press
Shift+v for Mirror tool, press “n” to bring nu-
merical requester, set axis to X, all centers to
0 and close the numerical panel. Press “m” for
Merge points, set to Automatical and click OK.
50 - Hit Tab to enter SubPatch mode, enter
Symmetry mode and using the Drag tool tweak
the points to adjust the chin. Save your work!
51 - Create polygons shown in image.
52 - Select polygons shown in image and ap-
ply Multiply-Subdivide-QuickCut1
53 - With Multiply-Subdivide-Cut tool make
two cuts on four polygons under the lower lip.
Uncheck the terminate cuts box.
54 - Select 3 polygons shown in image and
apply Multiply-Subdivide-QuickCut1
55 - Select 2 polygons shown in image and
page 101 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
apply Multiply-Subdivide-QuickCut1
56 - Weld points shown in image.
57 - Create three polygons shown in image to
fill the gap.
58 - Use the knife tool (Shift+k) to cut the poly-
gon shown in image.
59 - Weld these points.
60 - Make polygons shown in image. Merge
polygons marked with green in image using
Detail-Polygons-Merge Polygons (Shift+z)
command.
61 - Use Drag tool to adjust the points to fit the
image.
Note: At this point it’s not the bad idea to delete
the right side of the model from the front view.
You can always mirror the model later to make
sure it’s symmetrical.
62 - Make sure that middle points are aligned
to 0 on X axis (“v” for set value) and mirror the
model (Shift+v followed by “n” for numerical
requester). Press “q” to change surface, enter
the Head for the surface name, give it some-
what blue color, set both diffuse and specular
to 100%, and turn on smoothing box. This way
you’ll be able to easily spot imperfections in
model, so you can fix them by dragging points.
63 - Cut the shown polygon in half using Knife
tool (Shift+k) and merge marked points.
64 - Create three polygons in image.
65 - Select these three polygons and apply
QuickCut1 to them.
66 - Use Drag tool to adjust points created with
cut.
page 102 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
67 - Select bottom three polygons and apply
QuickCut1.
68 - Weld these points.
69 - Select shown polygons and apply Quick-
Cut1.
70 - Adjust the shape of the nose so it fits the
background image.
Note: If you want to see through solid geome-
try in Modeler, go to Surface editor and change
the surface transparency to 50 or 75%.
71 - Since Modeler does not support n-gons
(polygons with more than 4 points) there is a
little fix that needs to be done. Select points
shown in image. Leaving points selected,
switch to polygon mode (Ctrl+h) select poly-
gon that both points belong to and activate
Multiply-Subdivide-Split. Edge is automatically
created leaving 5 sided polygon split in two.
Note: You may want to fix symmetry now by
deleting the other side of the model and mirror-
ing the correct side. Remember to save what
you have done so far.
73 - Select four polygons shown in image and
apply QuickCut1 (Mulitply-Subdivision-More-
QuickCut1)
74 - Select five polygons shown in image and
apply QuickCut1
75 - Weld (Ctrl+w) marked points in order
shown in image.
76 - Use the Drag to adjust the shape of the
nose
77 - Select these two polygons and apply
QuickCut1
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78 - Use the Knife tool on the polygon next to it
like it’s shown in the image
79 - Weld selected points
80 - Use the Knife tool to cut this polygon in
half.
81 - Select marked polygon and remove it
(Construct-Reduce-Remove-Remove poly-
gons, shortcut “k” or Delete key to delete it)
82 - Press “m” to bring Merge Points panel.
Select Automatical and click ok. Press “w”
shortcut to bring statistics window. Switch to
Polygon Selection mode and click the small “+”
sign next to 2 Vertices to select all polygons
with two points. Hit “Delete” key to remove
them.
83 - Select 6 points that surrounds the hole of
the nostril. Tap “e” to extend them, and move
them up a bit and scale them to about 75% of
the original.
84 - Nostril hole after extending.
85 - Use the drag tool to adjust the shape of
the nostril and fix geometry if needed.
86 - Onto the mouth now. Select points that
surround the mouth hole. Hit “e” once to ex-
tend and use Stretch tool (Modify-Transform-
Stretch, shortcut “h”) and Move to adjust it in
the middle of the mouth.
87 - Select two polygons shown in image and
activate Bandsaw tool (Multiply-Subdivide-
More-Bandsaw. Set value to 0.5 to cut it in
half, check Enable divide box and click OK.
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88 - Activate Symmetry mode and use the
Drag tool to tweak the mouth shape.
Look of the mouth after adjustments.
89 - To finish the eyelids, select the points that
surround eyeball hole. Hit “e” to extend them,
and move them slightly backward. Hit “e” and
move backward one more time.
90 - Select four polygons of the upper eyelid
and apply QuickCut1
91 - Exit Symmetry mode (if you’re in it) and
weld two points marked in image. Do the same
on the other side of the model.
92 - Enter Symmetry mode, hit Tab for Sub-
Patches and tweak eyelids.
93 - Extend (“e”) and adjust (Drag tool) four
times to create back of the neck.
94 - Select seam points on both side of the
model and hit “m” for Merge points. Activate
Fixed range and enter value of 5 cm or higher
and the seam is fixed.
95 - Using Extender plus make 3 more exten-
sions like it’s shown in image. Adjust the to
make nice round shape for the neck.
96 - Select end points of last extension, hit
“v” to bring Set Value requester, check X axis,
set value to zero and click OK. Press “m” for
Merge Points, set range to Automatic and click
OK to fix the ending seam.
97 - Exit Symmetry mode. Select two polygons
shown in image and apply Bandsaw tool to the
(Multiply-Subdivide-More-Bandsaw).
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98 - Weld Average points shown in image. Do
the same for the other side of the head.
99 - Create polygons shown in image. Select
them, press Shift+v, followed with “n” for mirror
and “m” for merge points. Finally select newly
created polygons, tap “q” for surface, choose
Head surface and click OK to ensure that
newly created polygons are the same surface
name like rest of the head model.
100 - Enter Symmetry mode. Select marked
polygons and apply QuickCut1 to them.
101 - Drag selected points down to adjust
geometry.
102 - Select marked polygons and apply
QuickCut1. Again, adjust two sticking points to
align with rest of geometry.
103 - Select these polygons and apply Spin-
Quad tool (Ctrl+k) twice to fix the geometry.
104 - Exit Symmtery mode and weld these two
points. Do the same on the other side of the
model.
105 - Enter Symmtery mode, select these
polygons and apply SpinQuad (Ctrl+k).
106, 107, 108, 109 Use the Drag tool to tweak
the shape of the neck and jaw area. Once
you’re satisfied with result, save your work and
take a well deserved break.
page 106 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
Modelling the Ear110 - Modelling an ear is a little daunting
because it is undoubtedly the part of the hu-
man body with the most characteristic details.
However it is not so complicated if broken
down step by step. As usual a drawing allows
you to locate the details with for modeling.
There are no two ears identical but they all
have approximately the same characteristic
details. EDITOR’S NOTE: This is taken from
the original tutorial.
Open Backdrop properties panel (“d” for
Display properties and choose Backdrop tab)
and load up orielle.jpg as BR (bottom right)
backdrop image. Set 512 for image resolution
and click Pixel blending if you wish. Save your
backdrop for later usage.
111 - Start with a simple rectangle as we did
when we started of the head model.
112 - Select two top points and extend (Ex-
tender Plus or “e”) them and adjust (Drag tool)
4 times along outer edge of the ear.
113 - Continue extending and adjusting until
you get all around ear sketch. Weld end points
to join the first and the last rectangle.
114 - Repeat extending for interior part like it’s
shown in the image.
115 - Select marked polygons, hit “e” and
move them slightly backward.
116 - Extend and adjust these points to create
the “slope”.
117 - Create polygons shown in image.
118 - Extend and adjust selected points.
119 - Select marked polygon and delete it.
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120 - Weld marked points.
121 - Create polygons marked on image to fill
the gaps.
122 - Continue filling the holes of the inner part
of the ear.
123 - Press Tab key to turn SubPatches and
make necessary adjustments.
124 - Use Drag to adjust the ear from nice flat
one to more anatomically correct one.
125 - Fill in the hole by creating quads and
triangles.
126 - Select shown polygons and apply Quick-
Cut1 to them.
127 - Weld marked points
128 - Extend (“e”) selected points and move
them slightly backward. Scale them to about
95%.
129 - Select marked polygon. Activate Smooth
Shift tool (Multiply-Extend-Smooth Shift or
Shift+f), just click, don’t move, once on the
polygon. Move newly created polygons inside
the ear and auditory canal is created.
130 - Using the Drag tool tweak the shape of
the ear, until you are satisfied with the result.
Don’t forget to save your work.
Beginner note: This step requires certain
knowledge of anatomy. If this is the first time
you are modeling the ear, don’t be frustrated if
it doesn’t look great. All ears are different, so
you can’t be too wrong. Take a look at ears of
page 108 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
people around you (just don’t stare to long :)
Learn to see and to observe and you’ll learn
to create.
The AssemblyIn this part we are going to attach ears to head
and head to the body to complete our model.
131 - Load your Joan of Arc head model in
Modeler. Switch to the next empty layer. Click
File from the left upper main menu and choose
Load Object into Layer… command and load
ear model. Put the first layer into background
so we have a reference to work from.
132 - Scale and move ear so it is in correct
proportion to the head. Swap background and
foreground layers by pressing apostrophe key
(‘). Select marked polygons of the head model
and delete them.
133 - Swap layers again (‘) Select marked
points and delete them
134 - Select points that form inner edge of the
ear. Press “e” to extend them once and scale
them and move slightly to the head.
135 - To simplify geometry weld points as it’s
shown in image.
136 - Arrange inner points of the ear to form
nice round shape.
137 - Align the ear to the head.
138 - Select two points of the inner edge
shown in image and activate Select loop
(View-Selection-More-Select Loop to select
all edge points of the ear. Copy (Ctrl+c) them
and paste (Ctrl+v) into the first layer (one that
contain head model).
139 - Select polygons shown in image and
apply QuickCut1 to add another edge to the
model.
140 - Weld these two points to avoid five
points polygon.
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141 - Select polygons that surround ear gap on
the head model. Activate View-Selection-Invert
to invert the selection. Activate Hide Selected
(View-View-Hide Selected, shortcut “-”) to hide
all the polygons we don’t need for next few
steps.
142 - Maximize Right Viewport and switch
view to Wireframe so you can see polygons
and points pasted from the ear model. Create
polygons like it’s shown in the image.
143 - Copy the ear model into layer that
contains head. Hit “m” to bring Merge points
requester, select Automatic for Range and
click OK. You should get “12 points eliminated”
message since we copied 12 points from the
ear.
144 - Activate View-View-Unhide (“\”) to show
all the polygons. If it’s needed make adjust-
ments with Drag tool around the ear shape.
Finally press “q” to assign the same surface
name for whole model (“Head”). Save your
head model, as we going to need it in next
steps.
145 - Now we are going to attach the head
model to a body. Like we did before, select
next empty layer load up your body model
that is built before using File-Load Into Layer
command. Open Background Options and load
Joan of Arc body background preset.
EDITOR NOTE: Here you might want to put
link to provided finished models so someone
who hasn’t went through last months issue
(Modeling the body) can proceed with following
tutorial steps.
146 - Swap layers (‘) and scale and move the
head so it fits background image. Be sure not
to move it on X axis (holding Ctrl key while
moving will lock movement to one axis only). It
is good idea to make your Action Center mode
to Selection (Bottom menu-Modes-Action
Center: Selection or Shift+F8) so your model
won’t be moved while you are scaling it.
147 - Cut and paste the Body model into first
layer. Weld points shown in image to fix the
difference in point count of both body and head
ends.
148 - Build polygons to fill the gap between
neck and body.
149 - In the front view delete whole your right
hand side of the model. Be careful with selec-
tion and ensure only polygons laying on the –X
page 110 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc
side of the model are deleted.
150 - Carefully select points in the middle
of the model. Press “v” to bring Set Value
requester and enter 0 for the X value to ensure
that all middle points are laying exactly in the
center of the model.
151 - Activate Mirror tool (Multiply-Duplicate-
Mirror or Shift+v shortcut). Press “n” for
numerical panel, set X for Axis, zero for Center
X,Y and Z values, check Merge Points box and
close the numerical panel. This way we ensure
the model is perfectly symmetrical.
152 - In Perspective viewport check if model
sides are perfectly seamless. Don’t forget to
save your work.
Next Month:Modelling of the Sword & Leg Armour
Tutorial Remade in Lightwave by
Vojislav Milanovich
page 1 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave
Joan of ArcWe bring you Michel Roger’s famous ‘Joan of
Arc’ tutorial in Lightwave, if you are a Max user
and this is new to you the original is fee and
can be found in French as Michel’s site http://
mr2k.3dvf.net/ and in English at www.3dtotal.
com.
INSPIRING
If there has been one single tutorial that has
educated and inspired more budding 3d artists
than anything else, this complete step by step
project by Michel’s must be it. The community
is in debt to him. Michel Roger was interviewed
in our October Issue.
Issue001 Sep 2005Modeling of the Body - Body
Issue002 Oct 2005Modeling of the Head
Head, Ear & Assembly
Issue003 Nov 2005Modeling of the Accessories
The Sword & Armour Legs
Issue004 Dec 2005Modeling of the Accessories
Armour Bust, Hair & Glove
Issue005 Jan 2005Modeling of the Accessories
Accessories & UVW Mapping - Bases
Issue006 Feb 2006UVW Mapping
Sword, Clothing, Armour & Body
Issue007 Mar 2006Texturing & Hair
Eyes & Skin & Hair
Issue008 Apr 2006Bones & Skinning
Bases, Hierarchy & Skinning
Joan o
f arc
page 2 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave
joan of arc
Fig 301 Load provided sword image as
backdrop in the lower left viewport of the
modeler (Shortcut “d”). From Create-
Primitives-Disc create 8-sided cylinder with 3
sections (press “n” for numeric panel where
you can manually enter 8 for sides and 3 for
segments). Rotate it for 22.5 degrees in Y axis
(“y” for rotate, “n” for numeric, 22.5 for Angle,
Axis Y) so on of it’s sides is aligned along X
axis.
Fig 302 Select top 8-sided polygon. Activate
Bevel tool from Multiply-Extend-Bevel (or “b”).
Hit “n” for numerical and apply minus inset until
it reaches the handle base in layout (about
-8mm for inset value). Deactivate Bevel tool
by pressing Space. With polygon still selected,
activate it again, but this time enter plus value
for Shift (about 8mm). Deactivate bevel, and
repeat it once more with plus value for inset.
You should end up with geometry like in image.
Fig 303 Activate Symmetry mode (Shift+Y).
Lasso select left and right end points (8 of
them in total) and rotate and move them down
a bit so they fit the image in background.
Select four points shown in image and move
them aside so they fit the image.
Fig 304 Select top 8-sided polygon and do 4
more bevels to make round shape for sword
handle top.
Fig 305 Exit Symmetry mode. With most top
polygon selected switch to Point selection
mode and select two points shown in image.
Activate Multiply-Subdivide-Split to cut
polygon. Deselect everything, switch back
to polygon selection mode, select larger
remainder of the polygon (6-sided) and repeat
selecting two points on the right side and
split again. This way we get rid of the 8-sided
polygon on top for later turning to SubPatches.
Fig 306 Activate Symmetry mode and use the
Drag tool (Ctrl+t) to manually adjust points like
it’s shown in image.
Fig 307 Select front and back four polygons, hit
“e” to extend them and scale them and adjust
so they look like in image. If you want to flatten
polygons on Z axis like I did, probably the
quickest way is to select four of them on one
side and stretch (“h”) to 0% in side viewport
and the repeat the same for other four of them.
Turning Action Center to Selection (Shift+F8) is
also a good idea when doing this.
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joan of arc
Fig 308 With front and back 4 polygons still
selected make two more extends to form nice
round shape like in image.
Fig 309 Deselect back four polygons, tap “e”
to extend four front ones that are still selected,
and scale them (Shift+h) down to 0%. Hit
Delete key to delete the polygons. And select
middle points (10 of them), hit “m” for merge
and click OK. Now our polygon flow is much
better. Repeat the same procedure for back 4
polygons.
Fig 310 Select two middle points and move
them front and back to make it more rounder.
Fig 311 Press Tab (ignore “error” image) to turn
to SubPatches and tweak the geometry. Save
your work if you haven’t already.
Fig 312 With Knife tool (Shift+k) add two cuts
to the handle.
Fig 313 Move newly created points up and
down to the beginning and end of the handle
and scale middle ones to make handle more
rounder.
Fig 314 Select bottom 8-sided polygon, bevel
it three times and adjust like we did it for the
upper part.
Fig 315 Select bottom 8-sided polygon and
stretch it in right viewport so it fits the image.
Fig 316 Bevel this polygon down 5 times to
create nice round form.
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joan of arc
Fig 317 Get rid of the 8 points polygon by
selecting points and using Split tool like we did
for the top part with .
Fig 318 Adjust geometry like it’s shown in
image.
Fig 319 Select front and back middle polygons.
“e” to extend them once, scale them down a
bit, and rotate and move out like it’s shown
in image. For rotation you’ll need to manually
select front side, rotate it and, then, back side
and rotate it.
Fig 320 Extend them one more time and adjust
to fit the image.
Fig 321 Extend again and scale down a bit.
Fig 322 Select only front polygons, extend
them, scale to zero, delete them and merge
points like we did for the upper part. Repeat
the same for back side. Make additional
adjustment if they are needed.
Fig 323 With Symmetry mode on, select two
side polygons and extend them 4 times. Adjust
points so they fit the geometry.
Fig 324 Select two (both on the left and the
right side) top polygons and extend them and
bevel once to finish top extensions.
Fig 325 Continue extending and adjusting until
you get to the end.
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joan of arc
Fig 326 Select polygons shown in image and
apply Muliply-Subdivide-Cut. Uncheck “square
corner quads” and leave everything else
checked. Make sure you have to cuts, one at
0.1 and the second on 0.9. Click continue.
Fig 327 With Drag tool manually fix points so
they are close to the original edge. Repeat the
same for the back side.
Fig 328 Select polygons shown in image and
apply Cut again, only this time turn “switch
to point mode” off. Hit “{“ (View-Selection-
Contract) key to contract the selection to newly
created polygons. Move the inside a bit.
Fig 329 Repeat the same for back side.
Reshape where is needed to form nice edge.
Fig 330 Select bottom 7 polygons and apply
Cut. Hit “{“ to contract selection.
Fig 331 Press “e” to extend once an move
polygons downward. Use Drag tool to reshape
geometry so it fits
Fig 332 Select 3 bottom polygons and extend
them 7 times downward. With Drag tool
reshape geometry to fit.
Fig 333 Adjust points like it’s shown. Don’t
forget to work on both sides of the model.
Fig 334 Select polygons shown in image and
scale them about 150% on Z axis. You can
easily do this by holding Ctrl key and dragging
in Right viewport with Stretch tool activated.
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joan of arc
Fig 335 Select polygons shown in image and
apply Subdivide-Modify-Cut. Turn “select
outer edges” and “switch to point mode” off
and create two cuts on 0.05 and 0.95. Click
Continue.
Fig 336 Press “{“ to contract the selection and
apply another Cut with same settings. Press
“{“ again to contract the selection and move
polygons slightly inside the sword.
Fig 337 To create buttons select these two
polygons and bevel them inward with only
inset value. Using the Drag tool adjust them to
fit background image and form even squares.
Fig 338 Bevel them again, with only minus shift
value to move them inside. Repeat bevel once
again with plus shift value to create buttons.
Fig 339 Select these two polygons and apply
Multiply-Subdivide-More-QuickCut1.
Fig 340 Select 5 point polygon above these
two polygons we just cut in half. Switch to
Point Selection mode and select points shown
in image. Be sure you have Symmetry mode
off. Apply Multiply-Subdivide-Split to cut the
polygon. Switch back to Polygon Selection
mode and deselect left triangle. Back to Point
Selection mode and select points on left side
for split. Apply split again. Now we fixed upper
part of the cut made in previous step.
Fig 341 Repeat the same procedure for lower
5-sided polygon.
Fig 342 Make some adjustments to fit the
backdrop.
Fig 343 Select this polygon and delete it. Weld
it’s end points to fix the hole that remains.
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joan of arc
Fig 344 Turn the Symmetry mode on and use
drag to adjust to backdrop.
Fig 345 Carefully select outer edge polygons
from left most upper down and around to the
right side. Apply Multiply-Subdivide-Cut with
0.2 and 0.8 values.
Fig 346 Hit “{‘ to contract selection and use
the Smooth Shift tool (Multiply-Extend-Smooth
Shift).
Fig 347 Use Drag tool and scaling to zero
technique like in step 307 to align and adjust
end sides of the blade.
Fig 348 Align points in right viewport so the fit.
Fig 349 Select bottom three polygons and
extend them and stretch on X axis 5 times
until you reach the tip of the blade.
Fig 350 Select polygons shown and apply
SpinQuads (Detail-Polygons-SpinQuads
Ctrl+k) once. Do the same for the back
side. Image shows left before and right after
SpinQuads.
Fig 351 Select these two points and apply
Detail-Points-Weld Average to join them. To
the same for back side of the sword.
Fig 352 Select polygons shown in image on
both sided of the model, hit “e” to extend them
once and scale them down for about 90% on Z
axis. You can do this easily from Top or Right
Viewport.
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joan of arc
Fig 353 Deselect two topmost polygons and
apply Cut with on cut on 0.5. Uncheck only
“select outer edges” box and click Continue.
Scale points that remained after completing
Cut action along Z axis for about 20%.
Fig 354 With points still selected, click on
the W box in lower right portion of Modeler
interface to switch to Weight Maps. Select
Subpatch Weight from drop down menu next
to it. Select Maps-Set Map Value and enter
100% for Value1. Nothing happens, you might
notice, but this way we set 100% for Weight
value on these points so they straighten the
model when we toggle SubPatches. This way
there is no need to add more geometry to the
model to get sharper edges.
Fig 355 Select polygon shown in image and
cut it in half by selecting it’s middle polygons
and using Split. Do the same for opposite side
of the sword.
Fig 356 Carefully select 10 points (5 on each
side of the model) and scale them down on
Z axis so they align with the middle ones we
scaled two steps before (about 20%).
Fig 357 Finally select eight polygons shown
and apply SpinQuads twice (Ctrl+k)
Fig 358 Now to fix the lower part. Select points
shown in image and scale them down to 0%
on X axis
Fig 359 Make refinements where is needed.
Fig 360 Finished sword model in SubPatch
mode.
Fig 361 Load the finished body model made
in previous tutorial section. Open Image Editor
(F6) and load provided Joan of Arc drawing.
Double click on thumbnail in Image Editor
to get full sized image. Close Image Editor,
minimize the image window and move it
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joan of arc
somewhere so it doesn’t come in the way while
modeling. This way you can always recall
image to see what we are modeling.
Fig 362 Select her right foot polygons and
copy them into next layer. Put the layer that
contains body model into background layer.
Fig 363 Apply Modify-Transform-Smooth Scale
with low value for about 2mm to push polygons
a bit away from the foot.
Fig 364 Using Drag tool adjust points to form
nice shoe around her foot.
Fig 365 Select topmost four polygons of the
shoe and tap “e” to extend them once. Scale
them down and move forward to form the tip of
the shoe.
Fig 366 Using Split tool cut these polygons.
Fig 367 Use Merge polygons (Detail-Polygons-
Merge Polygons or Shift+z) to join shown
polygons.
Fig 368 Select polygons shown and apply
Multiply-Subdivide-QuickCut1 to them.
Fig 369 Weld these two points and merge two
triangles that remained.
Fig 370 Use Split tool to cut these polygons.
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joan of arc
Fig 371 Weld these two points.
Fig 372 Merge these polygons.
Fig 373 Select these polygons and apply
CuickCut1.
Fig 374 Use Split tool do divide this polygon.
Fig 375 Use Drag tool to adjust points.
Fig 376 Select these polygons and apply Cut
with 0.2 value and turn “terminate cuts” off.
Fig 377 Continue cutting on next two rows of
polygons.
Fig 378 Weld points like it’s shown in image.
Fig 379 Adjust points to fit the image.
Fig 380 Select points that form the hole of the
shoe
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joan of arc
Fig 381 Hit “e” to extend them. Move them up
and scale them a bit.
Fig 382 Extend them again and move them
upward. Use Drag tool to adjust the form of it.
Fig 383 Extend again and scale them inward.
Fig 384 Do another extension and move them
down into the shoe.
Fig 385 Finally, extend them and move them
down and stretch to form interior of the shoe.
Fig 386 Select bottom polygons of the shoe, hit
“e” to extend and scale down a bit.
Fig 387 Select polygons shown in image,
press “e” to sharpen the edges.
Fig 388 Use Drag tool to tweak geometry
where is needed. For this step it is good
idea do have two Perspective viewports, one
Wireframe shaded and the other Smooth
shaded so you can tweak points in Wireframe
one, and see how it looks in Smooth shaded.
Fig 389 Just as for the shoe, select shown
polygons and copy them into next empty layer,
and apply Modify-Transform-More-Smooth
Scale to move them away from the leg a bit.
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joan of arc
Fig 390 Adjust points like it’s shown in image.
Fig 391 Select top row of polygons, hit “e” to
extend and scale them up a bit, then stretch
them down on Y axis and move them up a bit..
Fig 392 Select next row of polygons and
repeat extending, scaling, stretching like in
previous step, them move them down a bit.
Fig 393 Select lowest row of points and again
extend and scale.
Fig 394 Select these polygons and hit “e” to
sharpen edges.
Fig 395 Select top row of points, “e” to extend
and move them inside the armour. Repeat the
same for bottom row.
Fig 396 Tweak geometry where is needed.
Fig 397 For small part or armor above create
7-sided disc in top view around the leg. Bevel
it outside and delete selected polygon. Flip
polygons so they are facing upward and
extrude (Multiply-Extend-Extrude or Ctrl+e)
them to down.
Fig 398 Turn the into SubPatches and adjust to
fit rest of the armour.
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joan of arc
Fig 399 Finally, select outer polygons and hit
“e” to sharpen the edges. Tweak where it is
needed.
Fig 400 As we did in previous parts copy part
of the thigh into next layer and apply Smooth
Scale move it from the leg a bit.
Fig 401 Adjust the points so they look like in
image.
Fig 402 Remove the triangle, if you have one,
by deleting it, and welding it’s points to bridge
the gap that remains.
Fig 403 Select top row of points, “e” to extend
and move them up a bit. Do the same for
bottom row of points.
Fig 404 Select top row of polygons and
activate Multiply-Subdivide-BandSaw Pro tool,
hit “n” for numerical requester, and make two
cuts on about 25% and 75% of it. Do the same
for bottom row of polygons.
Beginner note: Actually you don’t really need to
select all the polygons for BandSaw tool. Just
select to adjacent polygons in direction where
you want you cut to go and activate the tool. It
will automatically finish the row for you. Also,
switch Operation drop down menu from Add
to Edit or Remove make new, edit and delete
existing cuts respectively.
Fig 405 Select second from the top row of
polygons (easier way of doing this is to select
do adjacent polygons of he row you need and
activate Utilities-Selection-More-Select Loop)
and activate Smooth Shift tool from Multiply-
Extend-Smooth Shift or Shift+f, press “n” for
numerical and enter somewhere about 5-6 mm
for shifting. Again, do the same on bottom part.
Fig 406 Select most top row of points (again,
you can to this by selection two of them and
Select Loop command) move them down,
scale and adjust to fit the background leg layer.
Tap “e” to extend them once and move them
down and scale to fit the leg. And again, repeat
the same on bottom part.
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joan of arc
Figure 407 Select polygons shown in image
and apply Cut to form the groove.
Fig 408 Weld Average these points. Do the
same on bottom part of the cut.
Fig 409 Select inner quad of the cut and
apply Multiply-Subdivide-More-QS Dbl Term
(QuickSaw Double Terminate). Tap “{“ to
contract the selection and move polygons a bit
inside the armour. Do the same for inner side
of the armour.
Fig 410 Select top border polygons and
apply BandSaw Pro like its shown in image
to accentuate borders. Do the same for lower
border.
Fig 411 Adjust to fit background leg and rest of
the aromur.
Fig 412 For knee protection part make 8-sided
disc like it’s shown and rotate it 22.5 degrees
in Z axis to straighten it.
Fig 413 Use the Knife tool (Shift+k) to cut
shown polygons in half and delete two points
laying in the middle of the disc that Knife
creates.
Fig 414 Adjust points so they form shape
similar shape. Use stretch tool on point pairs
on left and right side in front Viewport to
preserve symmetry.
Fig 415 Using Knife tool make two cuts on top
and move newly created points a bit up.
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joan of arc
Fig 416 Select front polygon, “e” to extend it
once, move it forward and scale like in image.
Fig 417 Do it once again.
Fig 418 Adjust points to create form like in
image.
Fig 419 Extend twice and adjust to form shape
like this.
Fig 420 Extend front 8-sided polygon once
more, scale it to zero, delete it and merge it’s
points to finish the shape. Move center point a
bit away in side view to form round shape.
Fig 421 Select back 8-sided polygon and move
it in +Z axis to make edge thinner.
Fig 422 Extend it twice like in image.
Fig 423 Align knee protection to rest of the
armour and move side points backward.
Fig 424 Extend back 8-sided polygon twice
and finish it like we did for front one (scale to
zero, delete, merge middle points).
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joan of arc
Fig 425 Select shown polygons and apply
Band Saw Pro.
Fig 426 Switch to Point Selection mode and
scale down and move on –Z axis until you get
shape like this.
Fig 427 Select these top polygons and press
“e” once.
Fig 428 Adjust points to form shape like in
image.
Fig 429 Band Saw these polygons to sharpen
the edge.
Fig 430 For side knee protection, create disc
and rotate it like we did for front one.
Fig 431 Bevel outer polygon like in image.
Fig 432 Do a series of four bevel like in image.
Fig 433 Do two more bevels to create the hole.
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joan of arc
Fig 434 Extend, move and stretch 3 polygons
like in image.
Fig 435 Move selected points upward.
Fig 436 Extend two bottom polygons, move
them down and stretch.
Fig 437 Extend back 8-sided polygon twice,
and finish it like it was done for front part.
Fig 338 Do the same for the inner 8-sided
polygon.
Fig 439 Band Saw side polygons to sharpen
the edge.
Fig 440 Scale, move and rotate to fit the rest of
the armour.
Fig 441 Finished leg armour
Tutorial By : Vojislav Milanovich