Creating the Pants
 
 
 

In this lesson, you create the pants for the helicopter pilot. As with the boots, you'll base the pants on a primitive; this time a cylinder. You'll create one leg first and then use the Symmetry modifier to create the other leg.

Creating a leg:

  1. Continue working on your file from the previous exercise, or load the file soldier01.max from \tutorials\low_polygon_modeling.
  2. In the top viewport, zoom in on the pilot’s right foot.
  3. From the Create menu, choose Standard Primitives > Cylinder.
  4. In the Top viewport, create a cylinder centered on the right boot.

  5. Go to the Modify panel. Set the cylinder Parameters as follows:

    Radius: 20

    Height: 20

    Height Segments: 1

    Sides: 8

    Smooth: Off

  6. In the Left viewport, move the cylinder downward until it intersects slightly with the boot.
  7. In the Front viewport, rotate the cylinder so that it is aligned with the pants leg in the reference image.

  8. On the main toolbar, click Scale and then set the Reference Coordinate System to Local.

  9. In the front viewport, scale the cylinder on its local x axis so that it better fits the reference image.

  10. Right-click the cylinder in any viewport and choose Convert to > Convert to Editable Poly.
  11. On the Modify panel, click the Polygon sub-object level button.
  12. In the Top viewport, click the cylinder’s top polygon.
  13. On the Edit Polygons rollout, click the Extrude button.
  14. In the Top viewport, drag the selected polygon to extrude it by about half the original height.

  15. Use Move and Local Scale to fit the selected polygon to the reference image in the various viewports.

  16. Perform another extrusion to right below the knee. Again, use the transform tools such as Move and Scale to match the polygon to the reference image. You might also want to use Rotate.

    Joints such as knees and elbows require additional detail so they deform properly when animated.

  17. Add two more extrusions to complete the knee, adjusting each as you go.

  18. Add one extrusion to create the thigh, and another all the way to the hip joint.

    You can add more detail later if you miss a spot.

  19. Add two more extrusions to provide the necessary mesh resolution for the hip joint.

  20. Add another extrusion to reach the lower part of the belt. Use the transform tools to align the polygon with the belt line. Don't worry about the right side; applying the Symmetry modifier will take care of that.

  21. Add one final extrusion for the belt.

    Before you apply a Symmetry modifier to create the opposite leg, you need to adjust the buttocks area, which is too flat at the moment.

  22. On the Selection rollout, click the Edge button.
  23. In the Left viewport, select any of the vertical edges below the belt.

  24. On the Selection rollout, click the Ring button to select all edges parallel to the selected one.
  25. On the Edit Edges rollout, click Connect. This adds a series of edges connecting the selected ones.
  26. On the Selection rollout, click Vertex.
  27. In the Left viewport, drag a region selection of vertices around the buttocks and then adjust their positions.

  28. Exit the sub-object level when done.

Use the reset XForm utility:

Before you apply a Symmetry modifier to create the other leg, you'll use the Reset XForm utility to reset all rotation and scale transforms on the existing object. Failing to do so would result in faulty symmetry planes.

  1. Continue working on your scene from the previous exercise.
  2. With the pants-leg object selected, go to the Utilities panel.
  3. Click the Reset XForm button to invoke the Reset Transform rollout, and then click Reset Selected.
  4. Go back to the Modify panel.

    The modifier stack now contains a new XForm modifier that incorporates all the rotation and scale transforms.

  5. Collapse the stack by right-clicking the leg in the viewport and choosing Convert To > Convert To Editable Poly.

Use the Symmetry modifier:

  1. Continue working on your file from the previous exercise.
  2. Make sure the leg is selected. On the Modify panel, access the Modifier List and choose Symmetry.
  3. In the modifier stack, expand the Symmetry modifier and click Mirror

    This sub-object level lets you transform the plane about which the symmetry occurs.

  4. In the Parameters rollout, leave Mirror Axis set to X and turn on the Flip option.

  5. In the Front viewport, move the Mirror plane on the X axis so that the symmetrical leg is in the right place.

  6. Exit the Mirror sub-object level when done.

The pants are almost done. You still need to fine-tune the area around the hips, though; you will use the Edit Poly modifier to correct that.

Use the Edit Poly modifier:

  1. Continue working on your scene from the previous exercise.
  2. Make sure the leg is selected. On the Modify panel, open the Modifier List and click Edit Poly.
  3. In the Perspective viewport, zoom in on the front of the belt.
  4. On the Selection rollout, click the Edge button.
  5. Select the center edge of the belt.

  6. Press and hold Ctrl and then click the Loop upper spinner twice.

    This expands the selection by two adjacent edges.

  7. In the Top viewport, move the selected edges on the Y axis so that you get a smooth curve instead of an inverted V.

  8. Similarly, adjust the edges on the back side of the pants.

  9. Continue fine-tuning the area around the hips. For better control, try alternating between Edge and Vertex sub-object levels.
  10. At the Edge sub-object level, choose one vertical edge on the belt line.
  11. On the Selection rollout, click Ring to select all vertical edges around the belt.
  12. Press and hold Ctrl, and then click the Polygon button to convert the edge selection to a poly selection.

  13. On the Edit Polygons rollout, click the Extrude Settings button.

    This opens the Extrude Polygons dialog.

  14. Set Extrusion Type to Local Normal and the Extrusion Height to 1.5.

  15. Click OK to apply the changes and close the dialog.

Remove unwanted polygons:

  1. Continue working on your scene from the previous exercise.
  2. Select the two polygons at the top of the pants.

  3. On the Edit Polygons rollout, click the Inset Settings button.

    This opens the Inset Settings dialog.

  4. Set the Inset Amount value to 5.0, and then click OK to accept the changes and close the dialog.
  5. Press Delete to eliminate the selected polygons.

  6. Repeat the procedure to inset and then delete the polygons at the bottom of the pants legs.

  7. Exit the sub-object level. On the Modify panel, rename the object Pants.
  8. Save the file as My_Soldier_Pants.max.

Next

Creating the Torso