How to Make Characters in AutoDesk 3D Max










3ds Max is a CAD (PC aided design) application used to make and animate virtual objects. AutoDesk, the software's publisher, released the software's earliest Windows edition in 1996. A latest feature of 3ds Max 9, which AutoDesk published in 2006, involved hair simulation: Users could currently style hair interactively prior to rendering. This enhancement made 3ds Max additional attractive as a character-modeling instrument, because artists could at the moment shape a character's hair as they could its additional parts.





Instructions


1.   Open 3ds Max 9 and button to Front view, where you'll design the character as it appears when facing you.

  1. Start forming the outline of the character's torso: choose the "Line" tool by clicking "Create," "Shape," then "Line." Click the mouse to plot the first point of the outline. Then, drag downward to produce the primary line segment.

 
  1. Full the torso outline: Continue using the line-drawing mode to make a roughly rectangular form. Ensure the rectangle is stopped up by verifying that the final segment drawn connects to the first segment.

 
  1. Create the 2D form into a 3D object: Right-click the torso outline and choose "Convert to Editable Patch." An editable patch is a type of 3D object whose components allow simple formation of easily curved surfaces. You'll only use the patch as an intermediate conversion step, however.

 
  1. Right-click the editable patch and decide on "Convert to editable Poly." The editable poly object allows intuitive box sculpting of 3d objects.

 
  1. Organize to add 3D depth to torso: Right-click the editable poly and choose the "Polygon" item from the menu. Then, choose all polygons by clicking "Control-A."

 
  1. Add 3D depth to the torso: Right-click any of the chosen polygons and decide "Extrude" from the menu. Extrusion allows you to pull a 2D form into a 3D one.

 
  1. Left-click on one of the chosen polygons and drag upward. As you do this, watch the viewport labeled "Perspective." You'll see your 2D torso form expanding (AKA extruding) into a 3D object. Click once more to end the extrusion. You now have a 3D torso, which is the earliest part of your character.

 
  1. Start on creating the character's symmetry: Since even fantasy, extra-terrestrial characters characteristically are designed with symmetrical features, apply regularity to yours. Start by right-clicking the torso and selecting "Vertex."


10.  Push "Control-C" to run the Cut tool, which will allow you to split the torso in two halves. Then, click the center of the torso's top edge, followed by clicking the center of its foot edge. Right-click twice to end cut mode.

11.  Click and drag a rectangular selection region around all vertices that lay to the right of the new vertices you just created with the Cut tool. Then, press "Delete" to delete those vertices. This action leaves you with half a torso.

12.  Create the character's symmetry: Click "Modifiers," "Mesh Editing," then "Symmetry." Notice that the torso's deleted half has been restored. This completes the torso.

13.  Complete the character by using steps 2 through 12 to create the 3D shapes for the character's legs, arms, hands and feet, and head.

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