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Modeling Joe
Modeling Joe
by David Anderson Pictured to the left is Joe, a character that was created completely parametrically. All his parts were made using either nurbz or patches, which are new v. 3.0 features. In this article we summarize how to model each part. However, we also need to point out that much of it is art and there is no exact way of describing it. Thus, in some cases we simply show you how we did it and leave it up to you to decide the specific details. If your Joe ends up looking somehow different than ours, do not be concerned. It will certainly be normal.
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Repeat these steps to also draw a profile at the top end of the paths and two more between the two ends. Make sure all the profiles are drawn in the same direction and that their first points line up. In the Skin dialog select Nurbz and set both Length and Depth Degree to 3. In the Skinning Along Path box, # Of Sources and # Of Paths should both be 4. With the Skin tool active click on the sources and on the paths. Once a skinned nurbz is generated for the leg, use the Edit Controls tool to refine the shape of the leg (B5). Select the One Copy modifier and with the Mirror tool make a reflected copy of the leg, as shown (B6).
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You may wish to apply some more adjustments to the shapes to make the legs look asymmetrical.
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You will next manipulate and move some of the segments or points of the of the hand to soften its shape, as shown (D6, D7). Move the top middle faces of the palm upwards. Move the bottom segments of the fingertips upwards. Scale down (make smaller) the end face of the thumb tip. You will next create a forearm for the hand . In the Extrusion/Convergence Options dialog select Perpendicular To Surface; from the Heights menu select Graphic/Keyed. With the Derivative Extrusion tool select the middle back face of the palm (highlighted in D7). Extrude to a distance roughly as shown in D8. Delete the Topology of the two faces where the two objects touch. With the Stitch tool click on the two objects to stitch them into one.
Working on Top view draw a line to use for creating a third joint on the hand (D11). Trim and Stitch it to the hand, as shown (D11).
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You next want to manipulate the points of the cage to make the shape smoother and prepare it for the generation of the patch object. Just shape the hand as you like it. You may, of course, observe how we did it and follow the examples. After this process is completed, you are ready to derive patches from it.
In the Patch Derive Options dialog select Bezier, Smooth, In, and Equal Portions. With the Patch Derive tool click on the cage. A patch object is generated, as shown (D16). After it is derived you can still adjust its shape with the Edit tools.
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You will next need to adjust the shapes of the circles to the shapes of the front and side profiles you drew earlier. This is a standard procedure applied with the Independent Scale tool. Referring to the Front view detail shown (E5), with topological level set to Point, frame select the 1 points of a circle on one side of its center. Then with the Independent Scale tool click on 1, 2, and 3. Do the same for the points on the other side of the circle. Do this for all the circles (E7). You also need to adjust the shape of the circles working on a Right view. Given the symmetry you can do this in one step (E8). E7 E8 Select the circle (at the Object level) and then click on 1, 2, and 3. The adjusted circles should be as shown (E7, E8). At this point, you will individually adjust some more points to break their flatness and to better sculpt E10 characteristics of a human face, such as eye sockets, E9 nose, etc.. You do this with whatever tools you prefer. Some of the points should be transformed in groups (by frame-picking them) and some individually. Use our illustrations as guides (E9 - E12). When the control lines are shaped to your satisfaction, select them with the Nurbz tool to derive E11 E12 the head. In its dialog set Length and Depth Degree to 2 and turn on both Start and End Caps. This will be an iterative process. If you are not happy with the initial shape of the head, Undo it, go back and E14 make adjustments to the control lines, and then derive E13 the object again. However, even after the head has been constructed you can use the Edit Controls or Edit Surface tools to further sculpt its shape. For example, note how we pulled the ears out of the head (E13, E14). You may actually wish to edit by E15 E16 previewing the form in a shaded mode, such as QuickDraw or OpenGL. When you do, make sure you have sufficient facet resolution to display smoothly.
To create the hair, draw a vector line from one side of the head to the other by snapping to points on the head. Then make a few rotated copies, adjust their individual points as necessary, and use them to derive a nurbz object, as shown (E17 - E19). Again, more adjustments can be made after the object is generated, using the Edit tools. For eyes, create a couple of spheres at the appropriate size. Make the eyebrows as nurbz sweeps (E20) and position them on the head.
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