Modeling Sponge Bob

On August 9, 2008, in Uncategorized, by Admin

Here’s a tutorial I made using a slightly different format. It’s designed for an intermediate user
looking for ideas on how to go about modeling something. As I created this model, I took lots
of screen captures with the idea that I would create a tutorial with lots of reference photos and
fewer words.As it turned out, I ended up taking over 200 screen captures. I hope this helps you understand
the simple techniques that can be used to create just about anything.

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First step:The first thing I do whenever I start a new model is to find several good reference
photos from the internet or even scan them if I have some at home. I’ll find the best
one to use as a ‘blueprint’ to basically trace the model from.
Next step:Load the image as your back ground image. Adjust the blending value so its’ easy
enough to see but not to much to be a distraction.
Next step:Adjust the X offset a little so the center of the image is in the center of the modeling
space.
Next step:Add a cube near the top of the model
Next step:Adjust the corners so they match the rough shape of the model. (Use box or ‘paint’ select
so you grab both the front and rear vertex for each move.)
Next step:(K) Start adding loop cuts to add detail to the model.

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Next step:First loop cut where the model bumps out to the right.
Next step:Move the out pair of vertices (front and back) to match the shape of the blueprint image.
Next step:Front and rear vertex pair moved to the correct location here.
Next step:Continue down the model adding loop cuts to adjust the shape of your model.
Next step:Add loop cuts vertically to adjust for the bumps on the top of his head using the
same procedure.
Next step:Switch to ‘Face Mode’
Next step:Select the faces on the Front and Rear of his pants.
Next step:Scale along the Y axis to make the pants slightly narrower than his body.(S)(Y)
Next step:Loop cut twice around the outside of the model. This will give you 3 rows of faces on the
bottom of the pants. Select a few faces on the bottom of the pants to extrude for the pant leg. I adjusted
some of the vertices wider to give the selected faces a rough square shape.

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Next step:Extrude down roughly the length of the pants.
Next step:Check your length and position. Adjust accordingly.
Next step:Loop cut 2 more times preparing to pull down the skinny leg.
Next step:Select the center face.
Next step:Switch to front view. (1)
Next step:Extrude down. (E) Continue extruding down the shape of the leg ending slightly
inside the shoe. Create 3D Art at Home
Next step:Switch to Object mode. Place the 3D Cursor at the end of your leg. Add an new object, a cube.
Next step:Loop cut a few times around the cube and scale to begin making the rough shape of the shoe.
Next step:Select a few faces to extrude for the toe.

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Next step:Extrude to create the toe. (E)
Next step:Loop cut around the toe twice. (K)(Mouse Wheel)
Next step:Turn on Proportional Editing. Grab the top center face and drag upward.
Next step:Grab to faces on the side and scale slightly bigger on the X axis. (G)(S)(x).
Next step:About like this.
Next step:Adding details to the pants. Loop cut around the middle of the pants.
Next step:Align on the Z axis. (S)(Z)(0). Adjust where needed.
Next step:Loop cut around the shirt.
Next step:Adjust some vertices to prepare to extrude for the collar.
Next step:Add a vertical loop cut here.
Next step:Move vertices near the end point of the collar.
Next step:Select the faces of the collar and extrude outwards.
Next step:Rotate slightly on the X axis to tilt the top in and swing the bottom out.
Next step:Adding the tie. Switch to Object mode. Add a cube at the top of the tie. Loop cut in
the middle and scale X-axis bigger to form the wider part of the tie.Become a 3D Artist for Free
Next step:Select the bottom 4 vertices. Prepare to extrude down.
Next step:Extrude down. Scale X-axis wider. (S)(X). Extrude down one more time to
meet at the tip of the tie. Scale smaller to match the shape of the tie.
Next step:Switch to materials. Add a new material named ‘Tie’.
Next step:Select Red.
Next step:Side view. Making sure tie is slightly off the body so we can make it a soft body later
on.
Next step:Turning on Ambient Occlusion for a render with soft shadows. (Not needed for standard
render)
Next step:Test render so far.
Next step:Switching back to the body. Enter Edit Mode. Preparing to add the belt details.
Loop cut once above the belt area.
Next step:Loop cut once below the belt area.
Next step:Adjust some vertices to line up with the belt area. Preparing to extrude.
Next step:Select Faces front and back. Extrude but don’t move (E)(Left click). Scale front
and back faces together slightly (S)(Z).
Next step:Belt location after slight scaling in.
Next step:Select side belt location. Extrude in slightly on the X-Axis.
Next step:Test render so far.
Next step:Select all the faces that make up the shirt.
Next step:In edit mode, under Links and Materials, under the Material Slider, Click ‘New’ to add a
new material. Click the color square to change it to white.
Next step:You can switch to Material mode to change the material name to ‘Shirt’
Next step:With the faces still selected, click the ‘Assign’ button here to assign these faces to the
new material. Hide the shirt face for now. (H)
Next step:Select the faces that make up the Pants.
Next step:Add a new material, change it to brown.
Next step:Change the name to ‘Pants’
Next step:With the faces still selected.
Next step:Click ‘Assign’ and assign these faces to the ‘Pants’ material. Hide the pants faces for now
(H).
Next step:Create a ‘Belt’ material
Next step:Change it to Black. Select the Belt faces and assign them to the Belt material. Hide the
belt faces for now.
Next step:Add a white sock material. Assign the bottom half of the leg to this material. Hide the
sock faces for now. Create a yellow material for the body and assign the areas that
make up the body to this color. Test render so far.
Next step:I added a new object – a cube where the white part of the shoulder will be. Loop cut it
a couple of times around and adjust the vertices to form the rough shape of the shoulder.
Next step:At the bottom of the shoulder, I extruded once and scaled it down to roughly the size
the arm will be. Getting ready to extrude the arm.
Next step:Switch to edit mode with the shoulder selected.
Next step:Move the object’s center to roughly where the shoulder joint will be.
Next step:Once the center was moved, I rotated the arm to the horizontal position. This will make
it easier to rig later with an armature. As I continue to model the arm, I can rotate it
back down to check the dimensions with my blue print image.
Next step:Here I began to extrude the smaller square out for the arm.
Next step:Here, I chose to set the arm’s 0 rotation position to it’s current orientation. CTRL-A
Next step:Continue to extrude out for the rough shape of the arm. When you get to the hand, scale the
hand a little wider. Begin forming the rough shape of the hand.
Next step:Here I’ve rotated the arm temporarily back down to check the dimensions of my hand.
Next step:Loop cut the hand with 2 cuts to prepare to extrude 3 fingers for the character.
Next step:Preparing the fingers
Next step:Switch to Face mode.
Next step:This time, extrude and choose Individual Faces to start forming the fingers. Extrude and click
right away so the new faces don’t move. we’re going to scale them down.
Next step:Switch the Pivot point to Individual Centers
Next step:Scale the new faces down slightly
Next step:Drag the smaller faces out sightly.
Next step:Extrude again three times roughly stopping where each joining will be.
Next step:Select the finger tip faces
Next step:Extrude them down slightly.
Next step:Scale them down just a bit before moving on.
Next step:Here I loop cut the palm once and selected one of the new faces where the thumb will
begin. I extruded it out some and rotated it a bit.
Next step:Following the same technique as the fingers, extrude out a couple of times stopping
roughly where the joints should be and then form the tip of the thumb.
Next step:The new Arm and Hand are assigned to the Body material. Test render this far.
Next step:I begin preparing to cut out for the mouth here. The basic idea is to get an edge
that roughly follows the path of the mouth so you can ‘rip’ it to form an opening.
Next step:This may involve adding more loop cuts and moving some vertices around to form the correct
edge.
Next step:Here I have an edge that follows the path of the mouth. Now I can make my cut.
Next step:Select the edges you want to rip.
Next step:Press V to rip the edge. You’ll be in ‘Grab’ mode holding on to one half of the
rip. Move it away slightly.
Next step:Here I removed a couple more vertices by hand near the center of the body.
Next step:Test render thus far.
Next step:Working on the upper lip. Select some vertices and drag them out slightly.
Next step:Select the edge vertices of the upper lip.
Next step:
Extrude the edge of the lip inwards to form the lip.
Next step:Added this triangle face by hand in the coner of the mouth.Select the vertices and press F to add a face.
Next step:Upper lip completed.
Next step:Adding a sponge hole. Select 4 or more vertices that are close to the outline of a hole.
Next step:Extrude in slightly
Next step:
Scaled down slightly to taper the whole a bit.
Next step:The next hole. I selected 2 faces for this bigger one.
Next step:Adjust the vertices to for the rough shape of the hole.
Next step:Extrude in slightly and scale down just a bit to taper the hole.
Next step:Test render thus far.
Next step:Forming the chin. Select a few vertices near the chin and arrange the vertices as close as
possible.
Next step:Drag them out slightly.
Next step:Add a loop cut directly below the vertices we just moved.
Next step:De select all except the few under the chin.
Next step:Drag these back in to give the chin more detail
Next step:Test render thus far.
Next step:These faces would end up inside the character. We need to get rid of them.
Next step:I selected these faces and deleted them.
Next step:Preparing the mouth cavity. I’m selecting the inside edge of the mouth all the way around.
Select them which ever way is easier. Select one edge and pressing CTRL-E will
get you to the Edge Loop Select option.
Next step:I was able to get most of them selected with Edge Loop Select and then picked up the
last few one at a time.
Next step:What I usually do is just Extrude in, Scale and repeat. Forming a rough shape for the
inside of the mouth.
Next step:When you get to the end, scale them very close together and then merge them into one
vertex. ALT-M. I usually choose to merge in the center unless it’s a special
circumstance.
Next step:Our rough outline of the inside of the mouth. Side view.
Next step:Here I’ve selected the edges that make up the inside loop of the mouth. We want to
line these up Horizontally so when we copy this half of the body to the other side, we
can join the edges together.
Next step:With those edges selected, press S X 0 to scale along the X -Axis to 0 (Zero).
Next step:Front View: Our inside edge is lined up vertically. We just need to drag it over to the left
so it’s in the middle of the body.
Next step:Inside Edge in place.
Next step:Ready to Mirror.. Enter edit mode..
Next step:Under Modifiers, add a Mirror modifier and leave the default X selected. The mirror works
off of the objects center, so we’ll most likely need to adjust it.
Next step:
Select the one Vertex in the Top Middle of the body (Top Left corner). Press
SHFT-S to bring up the snap menu. Choose ‘Cursor to Selection’ to move our 3D
cursor to the selected Vertex.
Next step:With our 3D Cursor at the Vertical center of our character, we want to move our object’s center to the cursor.
While in Object mode, Select the Center to Cursor button. You’ll see our objects pink dot there now
representing our object’s center.
Next step:You should see now that our Mirrored half is now in the correct location.
Next step:Test render at this point.
Next step:If everything looks pretty good, go back to the Mirror Modifier and click on Apply. This will
make our Mirrored half a true mesh now that we can work with.
Next step:Nothing is ever perfect. I usually go back and box select all of the vertices down the middle.
Next step:Removed doubles to join vertices that are located in the same position. Press W – 6 to remove doubles.
Next step:Here I simply copied and pasted a second shoe, lining it up with the other leg.
Next step:With the body selected, add a sub-surface modifier to smooth things out.
Next step:View of object with Sub Surface on.
Next step:Add modifier options shown here.
Next step:Test render.
Next step:Some spots are too smooth. We need to sharpen up some edges.
Next step:This consists of basically adding more loop cuts where you need a sharp edge. Add a cut
and move it really close to the existing edge. I usually do not put it directly on top of the
existing edge just to make it easier to get to the new vertices if I need to.
Next step:Select the arm.
Next step:Add a Sub Surf modifier to it.
Next step:Here I decide to go back and add some detail to the hand after seeing how it looked with
Sub Surfacing on.
Next step:I extruded some faces to give the palm a little more detail.
Next step:The wrist needed some more definition, so I did a loop cut close here.
Next step:Here I just drug some faces outward to round the hand off a bit.
Next step:Test render so far.
Next step:Here I went ahead and turned on the X Mirroring for the arm. Remember, you’ll need to move
the arm’s Center to the middle of the body. If your 3D Cursor is still in the same location
where it was during the last Mirroring, this will work just fine. Move your object’s center
to the same spot.
Next step:With Sub Surfacing turned on, the faces with different materials will loose some definition where
they meet each other. Simply adding some more loop cuts will fix this.
Next step:Looking at just the arm, you can see the white sleeve overlaps just a bit.
Next step:Some overlapping areas are easier to work with if you select the out faces and hide them. I’ve hidden
some here so I can work on the inside edge of the sleeve to add a loop cut.
Next step:After re-assigning some faces, the sleeve looks good now.
Next step:Test render of the arm.
Next step:Complete test render so far.
Next step:Apply the mirror modifier for the arms to create the actual mesh of the mirrored arm.
Next step:Switching back to the body, I decided to sharpen up some more edges with edge loop cuts.
Next step:Loop cut the front edge of the sponge to sharpen.
Next step:Loop cut the back edge to sharpen it up.
Next step:Next I decide to square up the belt loops by adding some more loop cuts.
Next step:The process usually consists of adding loop cuts in the corners.
Next step:Both vertically and horizontally may be needed.
Next step:Some loop cuts may cause undesired effects else were in the model. Check the rest of your
model in between cuts.
Next step:Loop cut around the under side of the collar to sharpen it’s edge.
Next step:Loop cut around the top edge of the shirt to sharpen that edge.
Next step:Sharpening up the tie by adding some loop cuts and pulling some faces out.
Next step:Drag these faces out a bit.
Next step:Loop cut here to sharpen up the knot.
Next step:Loop cut.
Next step:Turn on the proportional editing (Orange Circle)
Next step:Drag this edge out to sharpen.
Next step:Down to the socks. I loop cut a few more times to add some faces preparing to add
the red and blue rings.
Next step:Add a new red and blue color for the rings.
Next step:Select a ring of faces and ‘assign’ it to the new blue color.
Next step:Change the middle rings, assign them back to the white color.
Next step:Assign the next ring of faces to the red color.
Next step:Had I only though to do this before I mirrored the legs.
Next step:Add a sphere for an Eye on the right side.
Next step:Turn on the Mirror Modifier.
Next step:Add a white color and assign the sphere to it.
Next step:Select a small ring of faces and add it to a new blue color for the Iris. Add a black one for
the pupils.Once you done with the eye, Apply the mirror modifier to create a mesh for the other eye.
Next step:Creating the nose. Switch back to the body. Select a face to become the nose. Extrude out,
scale and repeat a few times.
Next step:Test render of nose.
Next step:Making the Teeth.
Next step:Add a cube.
Next step:Adjust the dimensions and position to match the tooth.
Next step:Add sub-surface modifier and then loop cut to add some definition.
Next step:Adding some more sponge holes
Next step:Adjust some vertices to match the hole, select a face or too.
Next step:Extrude and scale a bit to make another hole.
Next step:Checking the view from the front side.
Next step:Using the same method, I add some sponge holes on the back side.
Next step:Test render at this point. Ambient Occlusion.
Next step:Adding some eye lids. Select the eyeball. Make sure you set the eyeball’s center is in the center
of the eyeball sphere. Select the eyeball, move your 3D cursor to the eyeball’s center. SHFT-S, Cursor to Selection
With the 3D cursor matching the center of the Eyeball, add a new sphere.
Next step:Rotate it so it’s positioned the same as the picture above. We’re going to open a seem to separate the upper and
lower eye lid.
Next step:I add a loop cut here to for a small row of faces which we will delete.
Next step:Select these small faces and delete them.
Next step:We can see the pupil now.
Next step:Similar to the forming of the the mouth. Select these edges, extrude them and scale them a bit
to form the edge of the eye lid.
Next step:Here, I deleted some of the faces on the back side. We don’t really need these, even when the lid is
closed, they wouldn’t be seen.
Next step:I selected the top half of faces here. We’re going to separate the 2 halves into 2 separate objects. With
the top half selected, I pressed P and chose Selected to separate these faces to a new
object.
Next step:I renamed this new object as Upper Eye Lid
Next step:Renamed the lower object to Lower Eye Lid
Next step:I rotate each section to the full open position.
Next step:Select each eye lid and press CTRL – A and choose Scale and Rotation to ObData
Next step:This resets each objects scale and rotation to it’s current scale and rotation. In the future, when you
choose Clear scale or rotation it will return to this current state.
Next step:A wire view of our 2 open eye lids.
Next step:Now, we’ll add some eye lashes. Add a cube, change it to a black material. Position and scale it
so it’s positioned on the edge of the eye lid. Copy and rotate it 2 more times to form the other
2 eye lashes.
Next step:While in object mode, select all 3 lashes and the upper eye lid.
Next step:Press CTRL-J to join the objects. Choose Join selected meshes to combine
the meshes. Following the same technique as before, mirror the 2 eye lids to the other side.
Next step:Final test render. Ready for rigging.
 

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