Making Sideshow Bob Part1 Page 1
Hello I am Jalo and going to explain as were the construction of bob (sideshow bob) through 8 phases. 1 concept and modeling, 2 rigging and skinning, 3 face and texturization, 4 rendering and animation, all of them group is important for constructing a character like this. The first stage that I go to speak is the one of conceptualizacion and modeling..... 3ds max modeling
Conceptualization is most important. because at this moment we must have very in clear that what we are going to construct... soon to pass the modeling and to be constructing mesh basing to us on the concept, is something as well as one devises in a design project. If you dont have this, you dont have nothing.. Definitively it not going to work... the idea is the Motor of all project and without this, believe me is not going to arrive at any port. It is here where all the questions, are answered.....
At the time of beginning, to start of a model is best one has idea that it forms has and as is seen. Thus of was in sideshow bob. I have toy bob which I photographed in its views, in front, flank and above, that helps like kick off to star in the model.
Questions do to us at the moment of are brainstorm. If the character is high or low, if he is fat or skinny.... this part is very important, because here it is going away to base the generation of mesh throughout the body... I mean... where the hands pivot arms. Abdomen feet. etc.... and another very important part that this is face....
In sideshow bob partly already this solving. we know character, thanks to the series The Simpson. We know its personality and classic movements, their emotions. From it is here where we will be based for the construction of mesh, knowledge where it must have but expensive, and where no, scketches is important also drawing some to know as it can be expressed and to know the forms that we are going to model... if we can also draw it is a good beginning to modeling.
Then first it is to start of aodel to take it in to the soft 3d (in this case 3d max) and from there, we make the preparation basic of views so that they serve as like trace... and to begin to draw it, basing on the views and contours. Classic views, front, left, to upper and botton........
The modeling technique Im going to use in this project is of polymodeling.. and it is leaving from a box. With some divisions of faces in max (convert to polymesh, and in modify panel we editable it) CUT, extrudes, bevel and move, is going to be the used parameters.
It is important to consider that we are preparing mesh.. (Modeling) to character that in this case it is going to move... also it is important to have an expression and position of the neutral body. And from beginning here to model... in the case of the arms it calculates the length of this to where the knees finish.
The idea is to be copying the basic form, the contour, of sideshow bob and here it is where I decided to begin in to face, almost always is of my preference to begin in to face and later to go from there to the total of character.
The idea was to go progressively from the face, eyes mouth nose, body feet, arms and hands.......y always considering To begin by the forms basic and to be adding detail.
The technique is to be adding courteous and soon replacing the faces and to be giving form.
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