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Kung Fu Panda Modeling Part 2 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Kung Fu Panda ModelingIn Part 1 tutorial, you have created Po's basic body shape. Next, you will modify Po's head to create eyes, ears, and nose. You will use several tools like Bevel, Extrude, Connect, and many more. Let's begin this tutorial section.

 

 

1. Continue previous tutorial. Activate Edge selection. In Left viewport, select all vertical edges in head area (look at image below). Then, in Edit Edges rollout, click Connect. Those edges will be divided.

Image

 

2. Change selection to Vertex. Now, move vertices using image below for reference..

Image

 

3. Let's move on. We are going to create a nose. Select two polygons in nose area. Hold Ctrl while selecting to select more than one polygons. In Edit Polygons rollout, click Bevel. Click and drag in viewport, to add slight Bevel to these polygons. Then, scale polygons using Select And Non-Uniform Scale along horizontal axis, to narrow the polygons. Then add another bevel..

Image

 

4. Next, select several vertices in nose area (look at image below, make sure vertices in the back are not selected), and move them up and down to create better nose shape.

Image

 

5. Activate Polygon selection. In Front viewport, select half of object (right side). Then, delete those polygons. De-activate all sub-object selection. Next, apply Symmetry modifier. Make sure Mirror Axis=X and Flip is active.

Image

 

6. Let's continue by creating eyes. In Modifier Stack, click plus (+) sign left of Editable Poly row, then highlight Vertex selection. In Front viewport, select one vertex in eye area. Then in Edit Vertices rollout, click Chamfer button. Click and drag in viewport to chamfer vertex..

Image

 

7. Change to Edge selection. Select four edges from chamfering result. Then, in Edit Edges rollout, click Settings button right next to Extrude. A small dialog box will open. Enter Extrusion Height = -5 and Extrusion Base Width = 2. Click OK.

Image

 

8. Next, we are going to create an ear. Change to Polygon selection. In Left viewport, select one polygon like image below. Add bevel to this polygon. Then, using Select and Non-Uniform Scale decrease polygon width. Next step, extrude this polygon twice. Modify vertices position to make ear shape.

Image

 

9. Po's head is now finished.

Image

 

Download 3dsmax lesson file up to this point

Kung Fu Panda Modeling Part 1 | Part 2 | Part 3 | Part 4 | Part 5

Other tutorials:
Kung Fu Panda Texturing
Kung Fu Panda Rigging and Skinning
Kung Fu Panda Animation

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

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3.26 Copyright (C) 2008 Compojoom.com / Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved."

 
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