Modeling a Cartoon Duck

Introduction

This is a tutorial about modeling a cartoon duck. The modeling technique is spline modeling. The model is constructed in 3D Studio MAX by using splines. The model will get its final form when Surface modifier and Meshsmooth modifier is added to it. Why this kind of modeling technique? Nowadays polygon modeling seems to be the standard for character modeling. I think that polygon modeling is usually an easier approach. But sometimes certain subjects might be faster to model by using splines. And anyway I think spline modeling is a useful skill to have :) Spline modeling requires good skills of manipulating bezier splines. When modeling with splines you should always aim to model so that each hole in the spline cage has four edges. This kind of modeling guarantees that the final model will consist of quads which is good for deformations.

Profile

Create the profile of the duck in the Right view by creating a spline object according to the picture below. Use exactly the same number of vertices. You need to use smooth, bezier and bezier corner vertices to create a smooth shape.

The place for the Eye & the Wing

Create two circles and attach them to the profile of the duck. Modify the new splines according to the picture below. Always remember to check the splines both in the Right and Front views. These new splines are places for the eye and the wing.

The Neck

Create splines into the neck of the duck according to the picture below. Remember to use the same number of vertices as in the picture below.

The Body

Create new splines according to the picture below. Use vertex snap and Editable Spline's "Create Line" button to speed things up. Remember that all new splines should be part of the same object. You could create new shapes and attach them to the duck but it's better to use "Create Line" button in Editable Spline.

Draw three new splines according to the picture below.

Draw two new splines according to the picture below.

Add Suface Modifier & Meshsmooth Modifier:

Now is good time to add some modifier to see how the final surface looks like:|

1. Make reference copy of your spline.

2. Move the copy to some other location so that it doesn't bother you while modeling.

3. Add Surface modifier to the copy. Make the following settings to the Surface modifier:
Threshold: 0,01 (always use very small value here and create the model accurately)
Flip Normals: if the surface is upside down use this
Steps: 2 (I have found that 2 is usually the best value. If you use larger values here it's very difficult to model without visible seams.)

4. Add Meshsmooth modifier to the copy. Make the following settings to the Meshsmooth modifier:
Iterations: 2 (2 is often enough but sometimes you need 3)
Now the model should look like in the picture below. (If you wanted you could use Symmetry modifier to see also the other half of the model)

The Wings

Start modeling the wings of the duck by creating two circles and attaching them to the duck. Modify the new splines according to the picture below.

Model the lower part of the wing by creating new splines according to the picture below.

Finalize the wing by creating six new splines according to the picture below.

Now the model should look like in the picture below.

The Head

Now the lower body of the duck is complete. Start modeling the head by creating three new splines according to the picture below.

Add some more splines into the head according to the picture below. It should be pretty easy to modify these lines according to the picture if the eye is in the right place.

Now the model should look like in the picture below.

The Eyelids

Next we create the eyelids. Take a copy of the spline of the eye and modify it according to the picture below.

The eyelids require four segments more.

Socket for the Eye

Create the socket for the eye by creating two crossing splines according to the picture below. You could also go for smaller eyes if you wanted to;)

Now the model should look like in the picture below.

The Beak of the Duck

Start the modeling of the beak by creating new splines according to the picture below.

Add two new splines into the upper part of the beak.

Model the side of the beak by creating new splines according to the picture below.

Model the side of the beak by creating new splines according to the picture below.

Now the duck model is complete and it should look like in the picture below. Now when all the splines are there it's easier to polish the surface. Try to get rid of all visible seams in the surface. Create Sphere objects and place them into eye sockets. Now you can adjust the eyelids and surroundings of the eye much easier.

Modelling the Flipper

Legs and flippers are modeled as a separate object. Create splines according to the picture below. Create four circles, attach them together and modify them according to the picture. Use exactly the same number of vertices.

Create a new spline to the side of the leg according to the picture below.

Add a new spline into the leg according to the picture below.

Finalize the leg by creating two new splines according to the picture below.

The complete leg should look like in the picture below. I think the leg is rather easy and fast to model with splines.

Fig. 28

Fig. 28

Final Render

Create materials and the duck is complete. It could look like in the picture below. The picture below was rendered by using Skylight and enabling Final Gather in Mental Ray.

Animating the Duck

The duck should deform smoothly when animated because it mostly consist of quads (four sided polygons).

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