Modelling
an SDS Gecko
Start by considering the object you will
be modelling and which would be the best
starting point.
For the gecko we need basically a long
cylindrical body tapering to the tail and
four legs. So we can use an sds cube; set
the construction settings to 1 x 1 x 7.
We chose this number so that we can create
the object from the default front view to
easily define the cross sectional size.
The cube should be seven faces deep; this
allows us to model a mouth then the head,
a face for the front legs, a face for the
gap between the legs, a face for the rear
legs to be extruded from and then the beginning
of the tail, this will become clearer when
we start to model.
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So first we select the rectangle creation
button and select SDS cube from the pull
down menu list..as mentioned set the U:
1, V: 1, W: 7.
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Then select the default front view and
create the front view of the Gecko which
from the front should look like a slightly
flattened circle as shown below.
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Now go to the top view and use the blue
z axis handle to extend the body in that
axis until it looks to be about the right
length, taking into account where we want
the legs to be extruded from.
As our Gecko is basically a symmetrical
form we will only model one half and later
use the duplicate and mirror tools to build
the other half, So now use the ALT
key and the right mouse button to rotate
the view slightly so we are looking at one
side of our body.
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Then change to face editing mode by either
using the compass menu in its SDS state
or the button in the SDS toolbar. Now select
the face 3rd along from the front for the
front legs leave a face and then SHIFT +
select the face where the back legs will
be.
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Go back to the top view and holding down
the CTRL key while dragging on the centre
of one of the face handles start to extrude
out the legs...
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Rotate the view again slightly to see the
side of the gecko and then holding the SHIFT
key down, select one of the vertical edges
of the legs faces and scale them down slightly
in that axis. (The SHIFT key constrains
the scaling to the axis of the edge)
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Return to the front view and again select
a vertical edge and move those faces down
so that the legs are now resting on the
ground. (By clicking on an edge, one can
move the selected faces in the object plane)
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Now extrude out in the same way the 2 faces
to make the main part of the legs ,then
by using the end of the face handles, scale
the 'wrist' of the leg down slightly (Again
check in the front view and move it to be
resting at the same level as the body)
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We are now going to build the hands of
the Gecko. First, extrude the end of the
legs out far enough to make 2 faces on each
side where we can extend the front and rear
most fingers from.
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Now view slightly to the side again - enter
edge editing mode in the same way as we
selected face mode previously, we want to
split the face on the end of the 'Hand'
so we can extrude our 4 fingers out.
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So select the top and bottom edges of the
faces at the ends of our legs (using the
SHIFT key to multi select the edges ) and
use the 'split edges' tool to split these
selected edges in two - thus creating new
verticies in the centre of each edge.
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Now multi select the top and bottom newly
created points of the rear legs end face
(Should still be selected if you enter VERTEX
mode if you just split the edge) and use
the ADD + tool to add another edge between
the point, do the same for the front leg.
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Return again to the top view and select
both of the new edges and move them out
slightly to move the faces to a suitable
angle to extrude the toes from. (This can
be done in edge mode by dragging the edge
handle out)
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Return to face editing mode and manouvering
around the object using the RMB view mainpulation
tools to multi select all the faces around
the hands
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We will now use the extrude tool to pull
our toes from the hands - select the extrude
tool, and adjust the settings to extrude
each face separately and to face mode.
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Now click in the view window and drag the
toes out a suitable length. (note: we can
extrude as many faces at once as we like.
If we did not select 'Normals/Separately'
the extruded faces would have all extruded
out as one shape. By doing each seperately
we get the desired 'fingers')
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At this point we will now angle the front
and rear legs apart slightly, do this by
selecting all the faces of the leg and then
use the rotate tool to adjust both legs
to a suitable angle. (Select Rotate, the
click at the hip, then at the end of the
fingers. Move the mouse the desired angle
up or down to rotate.)
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We are now going to add Suckers to the
end of the toes. First we must re-select
all of the ends of the toes. Now use the
face scale handle and scale down the end
of the toes and extrude the faces again
to a point where the middle of the sucker
might be, and scale up the face to a suitable
size then extrude again and scale the face
down to form a round sucker on the ends
of the toes.
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Now to the Head:
Select the front most face and using the
tri/quad split tool split the face into
4 sections. Now enter 'edge' mode and delete
the two new vertical edges (you must do
this one edge at a time so that the middle
vertex is not deleted leaving only the horizontal
one)
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Now select all four vertical edges and
split them again. This allows us to build
the additional edges we need to make the
upper and lower jaw and lips. Notice that
the centre horizontal edge is split into
2. Select both these edges and merge them
to one.
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Then scale this edge down slightly and
move it backwards, towards the tail, to
form the mouth. You may want to increase
the weight of this edge to 'FREE' to get
a better look. (By adjusting the weight
of an edge, we can create sharper edges.
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Again, goto the top view, here looking
at the head, we can see we have an extra
vertex in the centre of the top and bottom
of the head, move this forward a little
to give the head some shape and also move
it slightly to the right, off centre to
make the next stage a little easier.
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Select 'edge' mode and by dragging a box
around them, select all the edges up the
centre of the body.
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Use the 'split' tool to split all of the
edges, and then press ADD to automatically
add edges between all the new verticies.
Go back to 'point' edit mode and move all
of these new points across so they are under
the points in the head we moved previously
(Press and hold the y key - this locks to
the Y axis to help)
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Zoom into the head, hold down the ALT key,
drag select around the very front 2 points
to deselect them (these points are inside
the edge of the lips and we don't want to
move them at this stage. Now take a side
view. Using the 'extend' tool by first clicking
over a point on the belly and then extending
the line vertically. (using the y axis lock
if needed) Extend the points along the back
upwards a little to give the body some more
shape
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Go in close again to the head and add 2
more edges to the top and bottom between
the points on the nose and the last point
along the back and belly
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We are now ready to mirror the model to
make the other half.
Select all the points on the side of the
gecko which we have not been working on,
taking care not to select the points we
moved to one side, destroy all the selected
points. (Press the 'destroy' icon)
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Now select the remaining points and press
the 'Duplicate" tool, this creates an exact
duplicate of the selected object - automatically
joined along all open faces. At the moment
you can't see the duplicate as it is still
sitting in the same place as the original
- you need to now perform a mirror operation
to flip it over to the other side. To place
it in the desired position, select the mirror
tool and click above the nose of our gecko
and slightly to the left of the points of
the nose, approximately where the centre
line of our model was previously, then holding
down the SHIFT key to constrain to an axis
lock, move the mouse downwards, the other
side of the Gecko should now appear. Click
to finish the operation.
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We'll now finish off the tail. Zoom into
the tail, at the moment there are 3 faces
at the end. Select all three faces, and
use the merge tool to create one. Now using
the extrude and scale tools create a suitable
tail with 3 or 4 sections to help later
with animation
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As a finishing touch for this simple Gecko
we will add a couple of eyes. Go to the
head and select the left and right faces
each side of the top of the head, subdivide
these faces by holding the CTRL key while
adjusting the scale handle on one of the
faces (The top vertex on the face normal)
scale the new faces to a size suitable for
eyes, click to finish the operation, then
select the two new small faces and move
them to a good position
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Select both the eye faces and extrude them
up to create some small eye balls
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We have now finished the basic shape of
our Gecko, you can add some details and
edit the model further. Its now ready for
the next stages of texturing and animating.
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The finished simple Gecko model after some
vertex painting and the Reptile material
applied. Click HERE
to download the final project file (22k
zip file)
Tutorial by Andrew
Berge of Virtual
Studios
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