Character modeling evil monkey
character modeling evil Monkey
By Sandra gilbert.

Character modeling is one of my favorite activities in Blender. I get the biggest kik out of creating a character and watching it come todo life. Since my style of modeling leans toward ton-style characters (obviously i spent bien todo much time watching Loney Tunes as a child), and i admittedly dont draw as well as i want, y find most of my Inspiration for characters in the estoy aisle of my local department estore. Childrens toys make wonderful reference models for characters. They provide a wide range of choices from colorful Fantasy types todo realistic characters and everything in between. Even if the character you had in mind isnt todo be found in the estoy aisle, most likely you can find something close todo get you started and then you can alter it from there todo match what you had in mind.
In this tutorial, im going todo show you how i went about modeling an evil Monkey. The reference model im using comes from a very popular line of toys by hasbro, my littlest pet shop. They are very simple characters based on a wide range of animals. (and yes, y have most all of them, for modeling reference of course. J). This tutorial is a begginer todo intermediate range tutorial. Although i do assume that you can at least get around Fairly comfortably in Blender, y Will do my best not todo Skip steps that i think are common knowledge. That being said, lets get started. Make sure you have a clean workspace, if you normally have a Cube or plane by default, deleete it.
first we ned todo get our reference image into Blender.
For my purposes, y tok a front and side photo of my Monkey, who i have named rupert. In Photoshop (Gimp can be used just as well, and or any other image programa that you fel comfortable with), y put both images side-by-side, making sure that the size of each matched up.
Next, lets get him into Blender. In the front view [Numpad 1], go todo (view>>view background). A dialog box Will pop up (fig 1). Browse todo where you have estored your image of rupert.
I like todo work in a Split-screen Layout, with one screen for front view and one for side view, so i repeated the previous step for my side view screen [Numpad 3]. You should now have an image of rupert in both screens todo work from.

lets get modeling: head
There a couple of techniques that could be used here. Although i normally use box modeling, for this model, we are going todo explore point-to-point (or vértice) modeling, in an attempt todo create nice Edge Loops for posible animation (Although i am fully aware that this probably could be demonstrated better by someone more skilled at it). Also, y prefer todo model one half of a character first, mirror it and then add variations todo both sides.

head
Go todo menú (add>> plane), select and deleete 3 of the 4 vértices.
In side view [Numpad 3] RMB click todo select the remaining vértice, [g key] todo Grab and move the vértice todo the tip of ruperts no sé.
[Control + LMB] click around ruperts head todo create an outline todo work from. (fig 2).
In front view [Numpad 1], select all the vértices and move them todo the center of ruperts face (fig 3).

Make sure all vértices are deselected [a], select the vértice right at the spot where ruperts face changed from tanto bro, then control LMB click around the tan face área. I started in side view [Numpad 3) and then in front view, y moved each vértice until it matched the tan área in front view also. (fig 4).

Next, [Control + LMB] click additional vértices around ruperts eye, making sure you adjust from both front and side views, a los create a line of vértices going from his no sé, down across his cheque and around his eye. (fig 5).

Lets finish creating lines for his cheque and mouth área, then we can start filling in the Faces in the front of his head. (fig. 6).

filling in of Faces
This part generally takes a Little adjusting for me. The goal is todo line up all your nice Edges into clean 4 sided polygon Faces. The best bien todo go about it is todo just Jump in and start filling them up. I prefer having more control over this process so i do them one at a time, fixing problem áreas as i go.
To fill in Faces, select 2 vértices and create an Edge between them [f], continúe todo create Edges until you have a closed box (or polygon). Once you have a closed área, select all four vértices and hit [f] again todo fill the polygon. (fig 7).

Continue creating Edges and filling in Faces until your model resembles (fig. Mostly likely you Will run into the same problem i did. On some of the Edge lines, y didnt create enough vértices for everything todo line up nicely.

I fixed it by selecting 2 vértices todo either side of the problem área and hitting (w>> subdivide)(in Edit Mode) todo create additional vértices. For the most part, y managed todo create clean four-sided polygon Faces. There are a few triangles that couldnt be helped and hopefully wont cause a problem. If they do, we Will deal with them later.
At this point, you can chek your progress in solid mode [z]. Make sure you have selected your model and have pushed the set Smooth button in the edit buttons window. Also, at this point you may have normals facing the wrong way. To fix that, select all vértices while in Edit Mode and press [Control + N] todo set them all in the same direction. Rupert is looking pretty god at this stage. If you want, you can take a look at him with Subsurf on (remember, Subsurf has ben moved todo the modifier stak in blender2.4x).
time todo create the bak of his head.
It Will be just like creating the Edges for his face. Control LMB click todo create new vértices following along the reference photo, making sure todo adjust from both front and side views todo create a nice smooth, rounded head. (fig. 9) make sure todo model around where the ear Will go. If you cover it up now, it Will just be added steps todo attach the ear later.

the eyes say it all:
Since my reference photo is entirely todo Cute for an evil Monkey, we are going todo modify his cuteness factor. And since the eyes say it all, that is what we are going todo modify.
Select the vértices just above the eye socket (fig. 10). Grab them [g] and move them forward todo create a more prominent Brow line and then rotate in both side and front view todo give it a more sinister look. Do the same thing with the row of vértices just above the one you just altered (fig. 11).


Next, it is time todo refine the eye socket. Select all the vértices around the eye socket. Press [e key]to extrude, do not move the mouse and immediately press [s key] todo scale the vértices slightly smaller than the socket. Press [e key] todo extrude again, this time move the new row of vértices bak into the head and then press [s key] todo scale it slightly smaller.
At this point you can add in your eyeball. There are Many god tutorialeson creating eyes, so im not going todo cover that here. My favorite by far is the Pixar eye tutorial(you can doa Google search for it). So use the eyeball of your choice and place it into the socket. (quick render of eyeball added, fig. 12).

ears:
You could either model the ear separately and attach it later or model it directly on the head. Seing as how the ear looks like a modified sphere, y am going todo model it separately and then attach it.
First (add>> Mesh>> vSphere)-{8 segments: 8 rings}. Scale it down todo fit the ear. (fig. 13).

Select end pole vértice and the first ring, with proporcional edit [o key] on {use Smooth fallof}. Press [g key] todo move the vértices bak into the sphere, then select a couple of the outside vértices and move then bak a los (fig. 14).

Move the ear further into the ear hole, join the ear todo the head, kep pressed [shift key] the RMB click todo select both objects and then press [j key]. Start merging [alt + m] vértices where they line up. Once we have the ear firmly connected, we Will deleete unneded vértices from inside the head. (fig. 15) seing as how ears are dificult todo explain, por favor look at the included blend file for placement and ear-type tweak of the sphere.

Basically you Will want todo push and pull the vértices inside the ear todo create the illusion of Folds and ridges.
That concludes the building of the head. Next, we Will be working on the body. Ruperts Hair Will be added as a final cosmetic modification when we have finished.
lets get modeling: body
At this point, the extrude tool [e key] is going todo be our best friend. We Will be extruding out from the bottom of the head todo create a seamless flow into the body.
nek & body
Select the 4 bottom vértices of the head. This Will be where we start creating the nek (fig. 16) and extrude do, adjusting vértices as neded todo match up with the image.

You Will notice that a Little adjusting Will be neded where it mets the head as well, continue todo extrude the new vértices do, shaping them todo the rest of the body, scaling and rotating as neded todo create the rounded body shape. (fig. 17).

At this point you should be ready todo model the tail, just kep extruding, following the shape of the tail, (fig. 1 pause and take a look at your model from all sides, adjusting áreas that look a Little of.

I fattened up his body from the front view (select all body vértices and press [alt + s], drag your mouse horizontally todo the screen), you can a los Grab vértices in the front and bak hip áreas and pull them out a Little todo create a more rounded body. Turn on Subsurf todo chek for Smoothness and a preview of how rupert looks (fig. 19).

lets get modeling: legs
Now we ned some legs, we Will be box modeling his legs and attaching them later todo his body, move the selected vértices todo line up roughly with where the front leg Will go, do the same for the bak leg. (fig. 20).

Next, get out of Edit Mode [tab key] and then deselect the Monkey. We Will be building his legs separately and then attaching them later. Go todo layer 2 todo create the legs (it Will be easier todo se what we are doing without his body being in our way).
Now do (add>> Cube). Position it just over the front leg of our image. Scale it down so that it matches the image. You Will ned todo adjust vértices in both the front and side views todo get your Cube todo line up with the image. (fig. 21).

Box modeling allows for quik build up of a model. Extrude the bottom four vértices down the length of ruperts arm, adjusting vértices (scaling and rotating) as neded todo achieve the basic shape. (fig.22).

I have estopped just short of the hand for the front leg. Since i plan on animating rupert at a later date and time, eventually i am going todo actually model a hand and curl it up using armatures. You can either model a complete hand or just model the hand curled up as in the image depending on your neds. For the scope of this tutorial, y Will just model his hand curled up. (fig. 23).

Using the same method, create the bak leg. (fig. 24) remember todo create toes when you get todo the fot. It is an easy matter todo extrude out 3 Regions for the individual toes. Although depending on how you extruded from the top of the leg, you may have todo make some loop cuts (k key) todo create 3 equal segments at the front of the fot.

Now comes the really fun part (insert heavy sarcasm). We ned todo attach the legs todo the body. First thing we ned todo do is get the legs on the same layer as the body. So, select both legs and press the [m key] (move todo new layer) and push the layer 1 button. Your legs should now be on the same layer as your body.
With the legs still selected (and while in object mode), select the body Mesh a los and press [Control + j] todo join all the pieces together.

Switch todo Edit Mode. Now comes the fun part. You are going todo be matching up individual vértices from the legs todo the body. It might be helpful at this point todo select everything not neded for this operación and hide it using the [h key] (fig. 26).

There is no real easy bien todo explain how todo do this part. Save your file before you start. Start selecting individual vértices from the leg and the closest matching one from the body. Press [alt + m] todo merge the vértices. You Will ned todo deleete some unneded vértices from both the body and the legs once you are finished. Dont get upset if you have todo go bak todo your saved file and start over a few times. It takes a Little experimentation todo get it lined up just right.
Once you have attached your legs, turn on Subsurf (it is in the modifier stak in the edit buttons window) and look at your model. Using the Smooth button (found in the Mesh tools panel of the edit buttons window), select any parts of your model that look a Little todo Sharp or bumpy and then click the Smooth button a few times todo Smooth those áreas. When you have finished smoothing out and tweak your model, he should look something like this. (fig. 27).

putting it together
Well, we have half a Monkey, which in itself could be Lots of fun, but not overly useful. Time todo mirror and join the two halves todo make a whole Monkey.
mirroring
We Will be using the mirror modifier todo create ruperts other side. First of, while in front view, make sure your object center is on the inside Edge of rupert. This Will allow the modifier todo accurately place ruperts other side (fig. 2.

As you can se, the default settings in the mirror modifier show a minor problem with putting rupert together. His Edges arent lining up really nicely at all. So, turn of the display in the mirror modifier while we fix him up. (if you still have the Subsurf modifier on, turn it of also).
Select the top vértices of ruperts body and tail, extrude once from top view [Numpad 7), line it up with the vértices from his head. (fig. 29).

Next, select all the inside Edges of rupert. Press the [s key], then then [alt key] while moving the mouse horizontally, todo scale them into a straight line.
Now turn your mirror modifier bak on, his Edges should line up nicer now. You might ned todo move the object center of rupert a Little closer todo his inside edge. (to move an object center, select a vértice on the inside Edge of rupert, press [shift + s]. Select cursor todo selection on the popup menú. Next, go todo the edit buttons window and choose, center todo cursor in the Mesh panel).
If rupert looks all nice and lined up, go ahead and apply the mirror modifier. If not, adjust the object center some more until he lines up nicely. Ok, now take a look at rupert from all angles. There are a few missing Faces that we ned todo fill in (select surrounding vértices and press [shift + f] todo fill all of them). Alos at this time, Smooth away any weird angles with the Smooth button in the Mesh tools panel. Adjust and tweak any áreas that just dont look right. Your final model should resemble something close todo (fig. 30). (i did go bak and select his tail and scaled it todo be a Little thinner, but that is a personal choice i Will leave up to you).
conclusion
At this point you are technically done, now you can put him in your favorite jungle and wherever he thinks he neds todo be. You can add armatures and swing him on a vine. And best of all, you get todo decide how you Will texture him. Will you go for ton Shading? Fur? Maybe feathers, just todo be diferent. It up to you. Personally, im just gonna give him a simple coloring, enhanced with Ramp Shaders, so that he matches up with some other characters i am already doing.


By Sandra gilbert.
www.blenderart.org.
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