Hiya!
New to modeling but determined to figure it out. Would someone be so kind as to do a little mini tut on how to create the body shape of the attached image. I've done quite a few basic tutorials but this shape has me stumped. A push in the right direction would be greatly appreciated. I'm using Max 2019.
Thank you
Replies
https://www.artstation.com/artwork/ygeJn
For hardsurface polygonal subdiv,...well just about any genre and/or technique I can think of across the board, is that basic 3D modeling principles apply i.e. start low then iterate towards high poly Non Destructively.
Think about nailing down good habits now, whether pro derived or advanced hobbyist believe me when I say they'll most definitly come in very handy as you progress plus also learn to study/analyse the intended reference.
Is the object one or a combination of shapes? can it even be cage modelled, perhaps booleans or indeed another method could be an option to utilise as well?...etc, etc.
Anyway here's a tip, always ensure you've correctly blocked out prior to refining primary and secondary shapes, I really can't stress this enough because by working efficiently and effectively the level of quality is generally recflected in the final output.
Lastly browse this board's "How The F*#% Do I Model This?" sticky, there's a ton of content that'll get you up and running with your project, I regularly make use of it myself eventhough I've been modeling stuff for more than a decade and a half.
Rinse & repeat, until complete. Le fait accompli. It's a simple feat. You can't have any pudding, until you eat your meat.
In this case it's a sphere. Then ask yourself: what's more suitable, a pole sphere or a quad sphere?. In this case it's a quad sphere.
Next ask yourself: what tools do I have in Max to get this form? You have FFD modifiers. Soft selection. Shift brush in Graphite freeform tools.
Use some or all of these to achieve the silhouette form. Tip: always try to work non-destructively by using the modifier stack. You can also stack Edit poly mods to non-destructively use the soft selection and shift brush. Once entirely happy with the primary form you can collapse back to an editable poly and delete the bottom faces(where the waist would be) and align this border edgeloop flat.
Now that you have the primary forms it's time to study the secondary forms. The helmet visor and the sharp angle transition where the back and front meet in the middle(where the ribs would be)
For the sharp transition you can use polymodeling(no need for booleans) Use the cut tool to cut in the shape you need and delete the internal faces. Use scale or align tools to straighten up the edgeloops. Fill in the faces using edge-shift-extrude and vert welding. Tip: when filling in areas like this use vert snapping with axis constraint active. Don't worry about the topology as the final stage will be retopo. You should only be concerned with the forms.
Now use Graphite tools to retop. Keep it simple and only use enough geo to get the basic forms. Start by creating your primary loops around the helmet visor opening and the angled area that you manually cut in. The primary loops are very important as you are guaranteed that you can control the edge flow.
Once you have these loops you can fill in the rest.