### Keep up-to-date with Free tutorials!!

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

1 | 2 | 3
Modeling Human Anatomy Chapter 1

(Score 4.94 out of 5 after 18 Votes)
| 115293 Views
| 2
Date Added: 25th March 2013
Software used:
Keywords:

Graphire tools are more flexible and fun when making changes to the shape. Press Shift and change the shape. It is easiest to do this with a graphics tablet, but if you don't have one don't worry because it is just as easy to manipulate the shape with just the mouse. Always try to follow the reference or blueprint. Continue to use the new Graphire Modeling tools to add further detail where it is needed. The Connect Flow function is perfect for adding fast loops (Fig.04).

Fig.04

The next step is to add more parts to our model. Remember to do things in this order: Spline > Edit Poly > Freeform tools and then finally attach them. Collapse all the modifiers to convert it to one Edit Poly object. Keep adding more edge loops or using bridges to join the edges. At this point the ear is taking shape (Fig.05).

Fig.05

So far we have only worked in the viewport so our model is completely flat and has no characteristics or volume. Now let's return to Fig.01 and have a look at the image with the different views of the ear in it. From this point you should work in viewport perspective to get a real sense of 3D. We will use a lot of useful tools such as Soft Selection to move big areas in a fluid fashion. It is important to understand most of the tools that you can use when in Edit Poly mode for an efficient work workflow. Using Relax in Soft Selection mode is a good way to smooth polygons, edges or vertices. This saves time and stops things getting messy.

On this occasion I want to clean the geometry that is unnecessary at this point. In modeling, as in other areas of CG, you should work from general to detail. Making sure you have a clean mesh with regular quads is a fundamental key to helping you progress. Remember to work with general shapes at the beginning (Fig.06).

Fig.06

With a simple cylinder you can add the interior. As with the splines, attach the two objects and join the edges with a bridge (Fig.07).

Fig.07

## < previous page continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'Future Worker (low-poly)'

by Gerard Muntés
published on 2009-12-09

Keywords: character, head, face, human, male, worker,

(0)
0 82626

Human Skin - the Mental Ray Subsurface Scattering Fast Skin shader

by Philippe Le Miere
published on 2009-12-09

Keywords: character, face, human, skin,

(19)
1 171494

Fixing Boolean in 3ds Max

by Bracer Jack
published on 2009-12-09

Keywords: max, fixing, boolean, modeling,

(1)
0 31150

Clone Modelling - Video Tutorial

by Mike Bauer
published on 2009-12-09

Keywords: clone, modeling, max,

(7)
6 73439