| SPEED MODELING
WITH METAREYES
by Jerry Carleton
This month
we'll discuss modeling with MetaReyes in 3D Studio MAX. If you don’t
have MetaReyes you can use any metaball plug in. There are even free
ones on the Internet. The only major difference as far as this tutorial
is concerned is the fact that you might only have spheres to work with
which would take a little longer. The principles discussed still apply.
Metaball one (front view)
(Left view) This is the main head shape. I’ll describe
how to make the first shape in detail. Click on;
create geometry/ REM PRIMITIVES/MetaReyes. Click and drag a little in the
front view while looking in the left view. The first drag sets the diameter
of the bottom of the shape. Click and drag slightly a second time to make
the shape less round. If you want the shape to be bigger at one end you
would drag again. The first ball doesn’t require it so you would just click.
That click finishes that section of the ball. The next click determines
how long the ball is. You want the second shape pretty close to the first
or your head will be too long. To finish the ball you’ll repeat some steps.
Click and drag until it is slightly bigger than the first shape, click
and drag slightly, click, then right click to finish the ball. It is hard
to judge if you have it right or not until you are done so it may take
several tries. You may do a lot of deleting and starting over before you
get good at it. You don’t have to be perfect. It is simple to fix the overall
shape of the head when you’re done making it. Here is what you did to make
the first ball.
At
that point your metaball should appear. If it looks sort of head shaped
you are ready to go on, if not just delete it and try again. Now create
the other ten metaballs. First set the color to the same as the picture.
This determines how soft the ball is or in other words how much it blends
with others. Colors to the right of the fusion strength tool bar will
subtract matter from the ball and colors to the left adds matter. Looking
at the two views, create a metaball that is similar. Size is more important
than shape. You can uniform scale the metaball to make it match the
picture. MetaReyes treats a non-uniform scale like a uniform one. Remember
that you must click the MetaReyes button each time you start a new metaball
and you right click to finish. You’ll notice that some balls such as
the ears and lip valley are different than the others. They have an
extra profile. To make these you just create three profiles instead
of two before right clicking. Remember to save often. Using the standard scale, rotate, and transform tools, match your metaballs to those in the picture. Be sure they are oriented correctly in both views. Hopefully you can tell where duplications of metaballs are used. For instance, the smaller eyebrow ball is a scaled down version of the bigger one. To create it you simply select the first one, and making sure that the transform button is on, hold “shift” and drag. The clone dialog box will appear. You will want to select “copy” and click enter. Then you can scale and place it where it belongs. Another duplication is the bigger eye socket ball which is a smaller version of the cheek ball. Notice that you only have to hang the balls on one side of the face. You can mirror clone those to make the other side. The only balls that will not be cloned are the two that makeup the bridge of the nose and the main head ball. After you get a few features hung, if you get anxious to see what it will look like, you can skip to the next step and then return to metaball placement.
When you get half the face hung including the nose you will want to
see how it looks. Before it can render the balls must be grouped. Click
on Utilities (the hammer)/more/ and MetaReyes Utilities. Select Muscle
Grouping and then click on select model. Click on any metaball and they
all become selected. Click on Make Group and then hit the quick render
button. It probably doesn’t look right. Several balls may need to be
moved in or out, up or down. Work on one feature at a time and perfect
it before moving on to the next. If the eyebrow is too big move it in
a little and hit render. If you want higher cheek bones move the cheek
balls up. When you are happy with how it looks you can use clone to
make the other half of the face. Select just the balls that are missing
on the other side of the face. Click the Mirror button and the fly out
appears. Make sure that it is set to “x-axis” and to “copy” and then
hit enter. All the new balls are selected and ready to move over into
place. Be careful not to get any of the upper lip faces.
Now click on more and select a 2x2FFD modifier. Click on the animate
button and move the slider a few frames. Select all the control points
and move them down a little. You can’t go very far with this technique
before the illusion is spoiled but you can make it look like a talking
head. Move the slider ten frames forward and move the control points
back. Add a few more mouth openings and closings. |