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Rodney
10-11-2005, 03:06 PM
Behold the Power of the Stack!! =P
Someone asked this on the main 3dsmax discussion section so I thought I would post it here as well.

Heh =), I woke up last night and couldn't go to sleep so I thought I would write a tutorial, this might be a bit to much but it allows a lot of flexibility by setting up the stack a certain way.

Head Tutorial
Sypnosis:
-It allows you to edit geometry by only working on half of the model
-Adjust UVs for only one half and it will automatically flip the UVS for you for the other half, that way you can paint a scar that goes across the face perhaps
-Vertex Welds the center for you....
-Add a Turbosmooth modifier at the end to see final smooth version =)

Here is a breakdown of all the steps without images, proceed down to see images with each step:

0. Final Result (has turbosmooth modifier at the end)
1. Editable Poly - this is half your model (this is where you will do all your geometry editing)
2. Add a "Poly Select" modifier (don't select anything this just acts as a filter that way when you jump down the stack it doesn't propagate upwards to the modifier on top of it)
3. Add an "Unwrap UVW" modifier (set your UVs so that the center of your head model is in the center of UV tile in the U at .5 ), this will also be be the modifier you will use to edit your UVs for your half.
4. Add a "Mirror" modifier (adding this instead of symmetry will make the next step easier)
5. Add a "Poly Select" modifier, go to subobject "element" mode and select the new side of your geometry. (if you edit geometry on your half, you will need to go back to this modifier and reselect it because there are new vertices and it sort of whacks out your selection)
6. Add a "UVW Xform" modifier and in the Parameters Section under Mapping, check U tile flip "On" ( this will flip the UVs for you)
7. Add a "Poly Select" modifier (again this is just for filtering so it doesn't propagate upwards)
8. Add a "Vertex Weld" modifier (this will weld the center of your model, I like to set my tolerance very low like .01, that way I'm not welding stuff I shouldn't be welding)
9. Add an "Unwrap UVW" modifier just to see what your UVS look like .
10. Thats it, now you can simply just jump down the stack go to your very base to edit geometry (Editable Poly), go the the third Modifier to edit you UVs and collapse from there on down, remember to add the poly select between the Editable Poly and Unwrap UVW just for filtering, one big thing to remember also is that if you do decide alter geometry your Unwrap UVW modifier will reset it self :( , very bad in max hopefully max8 has fixed that, yey!!!


Hopefully this is helpful =) bye bye
______________________________________

Here is the version with Images:

0. Final Result (has turbosmooth modifier at the end)
http://www.rodneyolmos.com/tutorials/head_mirroring/0.jpg


1. Editable Poly - this is half your model (this is where you will do all your geometry editing)
http://www.rodneyolmos.com/tutorials/head_mirroring/1.jpg


2. Add a "Poly Select" modifier (don't select anything this just acts as a filter that way when you jump down the stack it doesn't propagate upwards to the modifier on top of it)
http://www.rodneyolmos.com/tutorials/head_mirroring/2.jpg


3. Add an "Unwrap UVW" modifier (set your UVs so that the center of your head model is in the center of UV tile in the U at .5 ), this will also be be the modifier you will use to edit your UVs for your half.
http://www.rodneyolmos.com/tutorials/head_mirroring/3.jpg


4. Add a "Mirror" modifier (adding this instead of symmetry will make the next step easier)
http://www.rodneyolmos.com/tutorials/head_mirroring/4.jpg


5. Add a "Poly Select" modifier, go to subobject "element" mode and select the new side of your geometry. (if you edit geometry on your half, you will need to go back to this modifier and reselect it because there are new vertices and it sort of whacks out your selection)
http://www.rodneyolmos.com/tutorials/head_mirroring/5.jpg


6. Add a "UVW Xform" modifier and in the Parameters Section under Mapping, check U tile flip "On" ( this will flip the UVs for you)
http://www.rodneyolmos.com/tutorials/head_mirroring/6.jpg


7. Add a "Poly Select" modifier (again this is just for filtering so it doesn't propagate upwards)
http://www.rodneyolmos.com/tutorials/head_mirroring/7.jpg


8. Add a "Vertex Weld" modifier (this will weld the center of your model, I like to set my tolerance very low like .01, that way I'm not welding stuff I shouldn't be welding)
http://www.rodneyolmos.com/tutorials/head_mirroring/8.jpg


9. Add an "Unwrap UVW" modifier just to see what your UVS look like.
http://www.rodneyolmos.com/tutorials/head_mirroring/9.jpg


10. Thats it, now you can simply just jump down the stack go to your very base to edit geometry (Editable Poly), go the the third Modifier to edit you UVs and collapse from there on down, remember to add the poly select between the Editable Poly and Unwrap UVW just for filtering, one big thing to remember also is that if you do decide alter geometry your Unwrap UVW modifier will reset it self :( , very bad in max hopefully max8 has fixed that, yey!!!

Neejoh
10-13-2005, 05:38 PM
That's one hell of an stack, but the result is very nice. Great job on the tutorial!

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