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  • DlL: I'm new to Maya and our teacher in class is not the most amazing teacher. I'm an animator in my second year. I have fun building...
  • emi: Thank you for the lesson, it very useful, I hope you will make vedio leesons in the future
  • Björn: I guess your character turned out pretty good, but have you never heard that you should never have triangles in your mesh? :o
  • Antony: That's only really true if your mesh is a base to be taken into ZBrush. Even then, ZBrush can handle triangles. For a game model...
  • Alexander Teplitzky: Alexander; 4th year animator. outstanding work - the true face of 3d animation!
  • marie: I love your work. I took up Maya before but one of my teacher doesnot teach us well... Anyway, I find your book so usefull and...
  • marie: You Modeling Reel is awsome! What software did you use? Thanks. =)
  • Antony: Hi Marie, I use Silo, Maya and Photoshop...hope this helps.
  • Simon: Hi Anthony, Well i am looking forward to this tutorial you have going, I will be using Cinema 4D, great wotk loved your red sonja.
  • toolika: cool reel!
  • Fred: Its the coolest I've come across so far...simple and cute.. and not stereotyped...its a tutorial you should start thinking about...
  • ZIKEO: Hi there Dude Nice Tut, simple and to the point. Very much the same way I model already. Z Amapi - Carrara user.
  • portia: this is really one of the best wed site. really very usfull....
  • Bob Martin: What a great contribution to the world of character building. We are all very grateful for artist like you who are willing to...
  • Clebersales: This is very well, congratulations. Not stop, I want see finalized.
  • Aaron: Great tutorial. One of the better ones I've found. However, I can't really tell how you connected the legs to the body. It...
  • Richard: OMG dude! This tutorial is great and your cartoonish female model are simply AWESOME!!!! It would be nice to have some Hair...
  • Jovan: I got your book about 5 years ago and I love your work. But there's two things I would like to say. One, that picture reminds...
  • George Rubio: Easy, useful, short and cooooooool!!! I've seen your tut many many times. Greetings from Mexico City ;)
  • Kleber Xavier: Hello, Greetings. My name is Kleber and I am coming back to you because I would like to make a character for me. She has the...
  • Antony: Hi, please email me and we can discuss this if you like...
  • Anula Singh: Hi I was looking for such tutorial thanks a lot i am able to do now real time human body modeling I am learning MAYA...
  • Andre: Hi Antony As a newbie to 3d, I found this hugely helpful and I really had fun and managed to model the arms, legs and torso...
  • Dillon: Very nice tutorial. I am very confused about how you "joined" the leg and arm to the torso, however. I tried deleting facing and...
  • Jed Hunsaker: Excellent work! I especially like your female modeling skills.
  • Linda Galvin: Nice Reel. Have you considered putting together a how to on building a reel, showing the production steps towards making still...
  • Jack: Wow! It is soo cool of you to share your process. I really am learning a lot from it. Thank you so much!
  • Walter: Thanks for having that tutorial on Character Modelling. I applied what you did in Maya and used it in Lightwave. It was much...
  • Rob: This tutorial was very inspiring to me. I've just begun a college Maya class and I'm excited to learn the techniques as fast as...
February 2010
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Bradford Enterprise Academy Presentation

On Monday 1st March I will be giving a presentation at the Bradford Enterprise Academy.

I will be discussing my time in the games industry and the many companies I have worked for, plus my move into the freelance world.

Click the link below for more information, and to book your place.

Antony Ward Presentation

See you there!

Thursday, February 25th, 2010

Open Tutorial - Shirt

There are a few ways we can tackle her shirt…

  1. As we did with her shorts we could construct it from cylinders, then stitch it togeather.
  2. Using a cube as a base we could construct the shirt the Box Modelling way.

For me there is only one way which will ultimatly save time too. We already have the shirt geometry in the scene, so why start from scratch?

  1. Following the image below, first duplicate the main body model.
  2. Next delete the areas we don`t need, so the head, neck and lower body. Just leave the area around the shirt.
  3. At the moment this mesh is too complicated to use, so we need to optimize it and try and build in as many horizontal loops as we can. These will ultimatly help use when we create our creases and folds.

We have a basic model, but when you make your other models visible again you will see that the mesh intersects, or is hidden by Mandy.

A quick way to fix this is to select the vertices of the shirt and move them along their normals. This will scale them outwards, relative to each other rather than as a whole.

In Maya you can select this under the Move Tool attibutes, in Silo just select Local Move.

There we have the basic shirt model, so next we can start to add some details.

Thursday, February 19th, 2009

Open Tutorial - Shorts Cont.

As you can see below I`ve done some more work on her shorts, including adding some more creases to her inner thigh.

With the main bulk of the fabric done we can turn to the belt and belt loops. For the belt simply start with a cube, position and scale this to roughly belt shape then extrude the edges, moving around her shorts from one side to the next.

For the seam down her leg I duplicated a face loop down the thigh then split it into two. Selecting the new split I then created a bevel, which in effect made the new geometry have three divisions.

I then deleted the outer face loops so I was just left with a slim strip of polys, these I then extracted outwards to create the relief of the seam.

I did it this way to keep the seam running parallel with her shorts.

We will come back to the shorts later, so next we will turn to her shirt.

Thursday, February 19th, 2009

Open Tutorial - Shorts

Time to make a start on her clothing.

As always its important to gather reference on folds and wrinkles before you start.

I have decided to make my first deviation from the concept and instead of Mandy wearing trousers she is going to wear shorts, mainly so we can see more of the leg geometry.

We start with a simple cylinder and position it around her thigh, duplicating it for the other leg.

With these in position we can start to stitch them together and work in more of the upper parts of the shorts, the area which is pulled down.

With the main bulk of the geometry in we can now build in some of the creased and folds.

While doing this also add in the edges of the cloth, and any other details like seams. These small touches make all the difference.

Make sure the pulled area actually looks like its holding some tension, keep it as streight as possible.

We will move onto adding the belt next before doing any final tweaks and details, then we will tackle her shirt.

Wednesday, February 18th, 2009

Open Tutorial - Full Body

A small update here, but once we are happy with her head and expression we can reattach her head.

This doeasn`t mean the body is final, we can come back to her and tweak it if we need to. For now though we will move onto clothing.

I have also uploaded the model for you here - Mandy Whole

Tuesday, February 17th, 2009

Twitter Tastic!

I am ashamed to say I have fallen for the hype and opened a Twitter account.  I thought I would give it a go for a while and see how it pans out.  It might prove useful for sharing tips etc.

So, if you want to follow my ramblings please go here - http://twitter.com/ant_ward

Wednesday, February 11th, 2009

Open Tutorial - Expressions

Now we have our main head built we can think about her facial expression. Again, we can add this easily using the reflection/mirror tool so we only need to work on one side of her head.

I also added in a set of teeth I built for an earlier project. I will upload these, as well as the current model when we have completed the next stage and re-attached her head

Thursday, February 5th, 2009

Open Tutorial - Head Modeling

I have started working on the head, tweaking the existing model so it looks more like Mandy.

Its difficult to get an exact likeness when working from sketches, as they rarely match up meaning the side is different from the front, especially if the faces have expressions. I was glad then to find the following set of images.

Having an actual 3D model to work from is great So here is where I am now…

Thursday, February 5th, 2009

Open Tutorial - Head Preperation

Hi all and thanks for the feedback on the forums guys, its great to have you on board

I have now more or less completed her body, and I decided to delete the hands and feet as we don`t need them anyway.

I will probably come back to her again later but for now its time to move onto her head.

Before we start the head its a good idea to compile a reference page, like the one below. This has all the main views of Mandy so we have an idea of what she looks like from all angles.

I decided to scrap the posed head. Going back to the original, unposed head will make it much easier to work on while we get the look of Mandy nailed down. So bringing in the original model, delete the body and prepare the scene by importing and positioning the image planes.

Now we can rework the base head to fit Mandy, and reverting back tot he unposed model means for now, we can just concentrate on half of her head.

Thursday, February 5th, 2009
 

 

 

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