PLease help me with this Wings3D Tutorial,?


#1

Ok, this is the biggest forum in this place, so Ill ask for help here.
http://www.secondreality.ch/tutorials/modelling/head.html
Im trying to do the first steps, the thiing is, this is a 3D Studio Max 4 Tutorial,
iits also seppost to work for Wings 3D, and i dont see any similatiries in it then that it looks the same.
The commands dont even tell you exaclt what to do.
In
2) It tells me to spherify the head.
So now I found a similar command called Deform, on Wings 3D and then used Inflate, but now it doesnt even give me a Measurement… and in 3) it doesnt tell you waht to delete, to ge tthat look of a face.
:hmm: :argh:


#2

There’s a reason the Wings forums is there, is doesn’t matter if it’s smaller or you want a quick reply. More posts like this will make the Wings forums redundant. :confused:

Right, about your question.

When they said “round out the head” i don’t think they meant a command, they meant move the edges around. You can use the tweak mode for this. (Tools > tweak) and move the edges around to round out the head.

Also, you could just add a cube and subdivide it once, and create a head from there.


#3

ok sorry, I knew about the Tweak command, but like I said theres no meassuring, so how do I know by how much to move it? So that its even, or is that the art of 3D?


#4

Select the central look of the head that you have, and right click > Loopcut. And delete one half, (Or, you could just select one half and delete it. :p)

Then select the face (The big face, from which you just cut the other half.) Tools > Virtual Mirror > Create.

Now both sides will be mirrored, even when editing. :wink:


#5

what do you mean with Central Look? if i press shift Z the camera changes to Front.
Do you have MSN? it would be easier for you to help me, if you got time.


#6

Umm…I meant, central “Loop”. :stuck_out_tongue:

And sure, you can add me, obi_wan777(at)hotmail(dot)com.

I’m not much of a talker on MSN though, just to let you know. :stuck_out_tongue:


#7

Hi Kralle,
having used 3ds max, there is a modifier called ‘Spherify’ (or something along those lines) that will let you make a quad cube rounder.

Here are the steps to do the same thing in wings.


  1. create a cube. Smooth twice and presto! You are ready to model with what is essentially a spherical cube.

OR


  1. create a cube. Immediately select all the vertices and perform a Deform > .Inflate. Command.

OR


  1. create a cube.

  2. set up a virtual mirror ( Like the symmetry modifier in max but much better ).
    This will ensure symmetry in your mesh, save you time, and headaches because whatever you do to one side, happens to the other.
    You do this by selecting a horizontal edge PERPENDICULAR to the Z axis, selecting an edge RING, and then use connect to cut it. Select the faces of half of the model (with respect to the x axis) and delete them.

OR

make a cube with more than the default 6 faces. select an edge running along the middle (and like Ra said), and then use the select edge loop function, followed by loop cut to cut the mesh in two. Select one half of the mesh in body mode and delete.
3) Once you have exactly half of the cube, select the face in the middle. Perform a “Flatten > x” to make sure the face is perpendicular to the x-axis (WHICH IS VERY IMPORTANT FOR MIRRORING IT SINCE WINGS USES THE FACE NORMAL TO MIRROR). Then create a virtual mirror by selecting the face and going to tools > virtual mirror > create (I think that is where it is - currently having problems displaying menus due to a graphic card issue so I use keyboard shortcuts)

  1. Add detail if needed. You can either smooth out the box right of the bat to get a spherical look using the FACE > SMOOTH command (adds detail)

OR

select all the edges and make them hard and then FACE > SMOOTH to add the detail and keep the box shape

OR

use edge loops and edge rings in combination with the cut and connect tools

  1. Spherify that sucker
    by:

Moving all the points (and edges, and faces) around by hand using tweak (whatever you do to one side you can do to another)

OR

Select all the vertices and use the TIGHTEN command. This smooths out rough edges (or makes smooth edges rough depending on how far you drag it). Tighten will DECREASE THE VOLUME of your mesh.

OR

(The one you have probably been looking for)
Select all the vertices and use the DEFORM > .INFLATE. command. This will push vertices outward and ADDING VOLUME to your mesh. Stop when the cube resembles a sphere. The middle edge will not be effected as much leading to a peanut shape if used after a virtual mirror has been set up. Select the middle edge loop and perform a move > normal command and then tweak it to your liking.


No matter what, you will have to tweak the mesh in the end, so do not worry about how round the head looks in the early stages (the head isn’t even really fully round - its more of a heavily rounded box shape) as you will have to tweak the head, move the vertices, and essentially sculpt it as you move on with the tutorial. The spherify function is just to get the shape really quickly.

Hope I haven’t totally and utterly confused you. My apologies if I have.

  • Fro Lee.

#8

thats for taking the time on answering me, Ill try to practice what you told me.
And since im already on it, I have access to Studio Max 5, because my Friend is letting me use his Software.
Now for Christmas im getting a New Video card, 256 mb, Raedeon 9250, BUS Drive.
When i installed SM5 on my computer before, it was laggy, and i have 640 ram, would the videoc ard fix it? The Card i got atm is 64mb, Some sort of Raedoen :argh:

I dont know which card is better then the other, I compare it by the MB and the Price, am i right? :sad:


#9

im not alone!:slight_smile: ive been doing that tutorial too… great tut…

here’s what i did for spherifying the cube:

  • make the cube look like the one in no. 1
  • select all verts and right-click>deform>inflate then press TAB for numeric input and enter value (i used 100)
  • then delete one half of the “sphere” then creat a virtual mirror…

hope i was helpful! :slight_smile:


#10

<< 1) create a cube. Immediately select all the vertices and perform a Deform > .Inflate. Command. >>

If this is a default cube, Inflate (LMB) won’t do anything, as the 8 verts already lie on the surface of a sphere.
In some circumstances, when you want better control, try Inflate (RMB) as this will let you pick both the centre (of the imaginary sphere) and its radius. (Dragging to 100% will always place selected verts on this sphere’s surface)

Using Inflate (especially RMB) is also excellent for ‘circularising’ verts that lie on a flat plane (essentially one plane thro’ a sphere) - but (if precision is essential) it’s important that the verts do lie on a flat plane, otherwise they’ll become displaced because of the ‘spherizing’ effect.
(Note that the verts won’t necessarily be equi-spaced, even tho’ they’ll lie on a circle.)

<< then press TAB for numeric input and enter value (i used 100) >>
Or you could just hold shift to constrain to 100% …

<< measurement >>
Select any 2 verts OR a single edge
Wings will display the distance between the verts (or edge length) in the info display line, top left of screen.

For getting stuff to a particular size, you can either measure all relevant bits, make note and use a calculator - OR - open up the Tab box, and enter stuff there (in correct manner) as this supports arithmetic (and other) functions.

eg. Entering 360/17 in Tab box for Face | Lift (LMB) will give you one wedge (of 17) that when mirrored etc will form a complete 17 sided cylinder.

pp


#11

Great tutorial you’re starting to follow… one I’m pretty familiar with. To help hopefully, I took some screenshots of the steps I use. I skip the sphere bit… it really isn’t needed IMO.


#12

1st image-- the middle edge loop selected will be the center loop that’s positioned right between the eyes n down the nose. (I’m more comfortable with the nose pointing in the X direction… that is my front)
2nd image-- after performing a loopcut and before mirroring… flatten the red selected face along the axis it’s facing. (mine was along Z… that is my side)
3rd image-- I used move normal and moved the edgeloops outward… should be able to see all your loops from a side view.
The next few steps is the reason I think the sphere bit is unnecessary-- the mesh has to be shaped anyway to resemble a head which involves moving edges.
I moved edges along the Y and X axis to shape the head from side view.
8th image-- moved the two edges along Z axis so the side of the head is no longer flat. Normally I would add two more edges to selection (4 in all) and move again along the Z axis.
Last… I tweaked some vertices… the chin for example.

The main two edges on the top of the head could’ve been moved up a bit more and maybe the head could be wider but it’ll work for this.

I don’t see any need or reason for percentaged based moves for a head until yer adding detail. Eye-ing your mesh with some reference pics is the best approach. Eye-ing the screenshots in the tutorial as well.


#13

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.