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Creating the Legs 3Ds Max

Continue with the previous exercise’s scene file, or open the Soldier_V03.max
scene file in the Scenesfolder of the Soldier project downloaded from the book’s web page.
1. In Edge mode, select the bottommost loop of edges on the model’s
torso. Now hold Shift+Move (hold down the Shift key while moving
with the Move tool, as you did in the previous set of steps) to create
a new extrusion all the way down to the groin in the reference illustration. You will extrude and move down on the Y-axis, as shown in
Figure 7.24.Shift+Move this edge loop down.

FIguRe 7.24 Select the edge loop at the bottom of the model and
Shift+Move down.
2. You are starting to prepare the model for the legs and groin area. Use
the Cut tool (accessed by selecting Poly: Edit aFavorites aCut), and
cut an edge from about 25 percent to the right from the corner of the
bottommost edge of the model, to the top corner on the polygon closest
to the groin, as shown in Figure 7.25 (left). Do the same for the polygon
at the back of the model in the corresponding corner.

FIguRe 7.25 Cut the polygon and raise the corners.
3. In Vertex mode, select the lowest inside vertices and move them up
a bit to create a diagonal edge. Do this for both the front and back of
the model, as shown in Figure 7.25 (right).
4. In Edge mode, select both of the new diagonal edges (front and back),
then choose Poly: Edit aEdges aBridge aBridge Settings. Use four
segments to create a bridge, as shown in Figure 7.26. Doing so creates a
bridge between the front and back.

FIguRe 7.26 Bridge between two edges to create the groin area
With the bridge in place, the border edge on the bottom of the
torso resembles a capital letter D, as shown in Figure 7.26. If you
extrude the leg down from here, the inner thigh will be flat. For a
better starting point to form the leg, you need to cap the hole as you
did with the arm previously.
To begin the upper-thigh extrusion, continue with the following
steps to cap the D-shape.
5. Enter Border mode, select the D-shaped border edge, and Shift+Move
down on the Z-axis to extrude the upper thigh downward to right
above the knee pad, as shown in Figure 7.27 (left). The knee pad’s
position can be seen better in the side reference image plane. Don’t
worry; you will adjust the shape to fit the thigh later.

FIguRe 7.27 Creating the upper thigh
6. With the D-shaped border still selected, select Poly: Edit a Geometry
(All) aCap Poly to cap the end of the thigh stump. Enter Poly
mode and select the new poly, and then select Poly: Edit a
Polygons a GeoPoly to make the end of the thigh a more even
shape; see Figure 7.27 (middle).
7. Select the thigh’s end polygon and scale on the X-axis, as shown in
Figure 7.27 (right), to create a more oval shape. Then delete the cap
so the bottom of the leg is open once again.
8. In the Front viewport, switch to Vertex mode and scale and move
the vertices on the leg to match the image plane. Check the Right
viewport and shape the thigh as needed. Notice the bottom of the
geometry should be located at about the top of the knee pad. Use the
Perspective viewport often to make sure some of the vertices are not
being accidentally moved.
9. On the inside of the groin area where you created the four-segment
bridge in step 4, move the edges to make sure the segments are
evenly spaced. This step should be repeated throughout the exercise
to keep edges evenly spaced and ensure that the model is organized
and clean.
10. Switch to Border mode and select the border opening at the bottom
of the leg. Then use the Extrude Border method (hold Shift+Move) to
extrude the leg down to the ankle, as shown in Figure 7.28 (left).

FIguRe 7.28 Extrude down to the ankle, use the Swift Loop tool to
create three new loops, and fit the new edges to the image plane.
11. Choose Poly: Edit aFavorites aSwiftLoop, and create three new
horizontal segments around the leg, as shown in Figure 7.28 (middle).
Then fit the vertices to the shape of the soldier’s leg in the side image
plane in the Right viewport, as shown in Figure 7.28 (right). Go into
the Front viewport and do the same to shape the leg properly.
12. In Border mode, select the ankle border, as shown in Figure 7.29 (left)
and Shift+Scale the border down on the Z- and Y-axes and in toward
the center of the ankle, leaving a small hole; see Figure 7.29 (middle).
Then switch to Vertex mode and select the vertices around the resulting small hole, and use Weld (Poly: Edit aVertices aWeld) to bring
the vertices together, as shown in Figure 7.29 (right). Adjust the Weld
Threshold setting as needed to weld these vertices together.
Select the border. Shift+Scale in to center.Weld the vertices.

FIguRe 7.29 Closing the ankle’s hole

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