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EZ 3d Modelling Extrusion 2

Started by SickAlice, December 06, 2023, 04:26:32 PM

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SickAlice

Extruding is the most simple thing we can do and most useful. It is what is used to make most of the models that you see in the Freedom Force games. It is also very useful in making things we see in images, like comic book art, into 3d models which will be covered in here.

We need an image to start with. I will use the stock image of a star with a transparent background I found on Google.
https://thelitterbox.freedomforce4ever.com/temp/Extrude2/pngimg.com - star_PNG41518.png



In my 3d program I will use this as a background image.



Next I will create a plane over the image. I can see this star has ten total points. Five points on each end and five more between. A 3 by 5 plane should cover it. But it's always better to make too many because you can just delete any extra, especially are working with something complicated.



Now I have to move the vertices to line up with the image like so.



Delete the extra faces



If you want to at this point you could export this plane as an object then import it in Blender and turn into a shape by selecting Scripts > Mesh > Solidfy Selection. Often this will add a lot more vertices and may not create a level shape.

But we are here to learn extrusions. Select the plane and extrude it in a desired fixed direction.



Doing this created matching edges and a top but no bottom face. It's tempting to extrude another face but that create a second set of edges. Inside select only the top face, the star shaped part, duplicate and move the duplicate into the bottom position.



Both the extruded sides and the new star face are mapped in the wrong direction. You can check this by looking at the smooth shaded model. The wrong faces will be black instead of grey. Select them and reverse their vertex order. In MS3d this is Face > Reverse Vertex Order. After you are finished combine both models into one



Now it's time to texture it. Copy the transparent to the texture you will be using and resize it however feels comfortable to you.



Assign the texture to the model and map the model to the texture as per the last tutorial. In this example we will map it by the Front view which is the view the star faces us. Scale, move and shape the wireframe until it rest comfortable inside the image. This will be easy since the model was created to be the same shape as the image.



Done. Now we have an easy to make 3d shape to export as an OBJ and use in our nifs.




SickAlice

#2
To be clear I am being as basic as possible here. The sky is the limit in reality. Like if you look at my She-Ra for example. I made all the different weapons and costume using these techniques. This one is also how I figured the exact scale, hairstyle and so forth. Just by having an image of the She-Ra superimposed behind the model work. Or the weapons and so on. At the end of the day it's never really a complex process. At best your wrist is sore from holding the mouse steady and that's about it.

It is pretty much tracing. Adding artistic touches happens later on the texture. But if you've ever painted a mural or maybe done a highway billboard. You have your image before that and you project it on the surface and trace paint it. I think that's a good comparison. Especially when dealing with licensed characters when you want them to look authentic. And these techniques are advantageous when modding because we already have endless base models that resemble everything in comics. So all you have to do most of the time is make the one missing part. The belt buckle. The tiara. The shield. The weapon. You get the idea. And all you need for that is Google is some good symmetrical images of the character.

Final tutorial soon. I just got every thing set up for it.

WyldFyre

This is great SA. I have always wanted to be able to model certain things where characters are concerned, but have never been much good at creating "from scratch". My attempts never worked out and I quickly gave up. This technique may mean a return to attempting some things for me.

I also never tried Milkshape. Adding it to my library of tools.

Thank you for this!
For Freedom!

FF Museum Website: http://ffmuseum.org/

SickAlice

I always promoted MS3d to some ridicule but it's simply a matter of testing and it's features being designed for low poly modelling. I still remember sending a COD to Switzerland for ten bucks long ago for it when that was a thing.

And not being sardonic at all. I have had years of classes and application of game design and digital art. At the end of the day digital programs are literally designed with people who have no artistic bones in mind and do the work for them. Or better for the graphic design market which is often just that. There's no shame in that anymore than their is in using a straight edge to draw a line. So it's just a matter of knowing what program and what button needs to be pressed, really.

That image background technique again was one of the very first things I ever learned in 3d modelling. It was Lightwave at the time which was the industry leader and the method instead was by created vertices and then making each face individually before folding the shape. I remember well the first project I did was Ultimates Iron Man's helmet. My teacher was not impressed with my choice but it was fun for me lol.

On that, to the all together tutorial once I'm a little more awake. It's cold here today. For anyone's piece of mind it's only a few more degrees warmer here in Kingman, Arizona than it is in the Upper Peninsula right now.