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tutorials |
Modelling
an SDS Bee
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Within the bounds of a house internal
project the task to model a bumblebee
was bestrewed on us. Because out
company (Ed: MagnaMana)
has been working with the software
from Realsoft
Oy for years it was an easy
decision to produce a small tutorial,
for beginners working with the new
“Realsoft 3D V4”, on the side.
Firstly we want to advise you
that basic knowledge about the user
interface of Realsoft
3D is a prerequisite. Additional
information can be found in the
online-manual which can also be
found on the website of Realsoft
3D. To repeat this wrist
straining literal work would take
up most of our web space. We would
like to suggest a path in this tutorial,
which you don’t and shouldn’t follow
to the word. Fell free to go your
own way.
At the beginning
of every serious 3D project there
has to be a fair amount of research.
First we watched countless episodes
of the German cult series “Biene
Maja”. Frustrated we had to realise
that it as a dead end because not
a single leading role featuring
a bumblebee. So we dove into the
vastness of the Internet on the
search for suitable pictures. Sadly
the pictures we found where inadequate
and the only information about this
insect was of biological nature.
Did you know that
the male bumblebee has 13 antenna
segments while the female only has
12?
Luckily a stuffed
bumblebee agreed to model for us.
Like any good Post Production House
we have a microscope to our disposal
to study out bumblebee in detail.
So we went straight to work and
got our illustrator to sketch our
bumblebee for us, which turned out
pretty well.
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The hardest part
was done. Because with the tools
that Realsoft 3D has to offer a
standard HB pencil is no match.
First we determine
the proportions with the help of
three SDS-cubes, which should represent
the 3 sections of the body. To these
we will add further detail in the
course of this tutorial.
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To warm up (don’t
let your thoughts drift in the wrong
direction!) we will start with the
backside (the abdomen) of our bumblebee
because this was the easiest part.
The last cube was subdivided with
2 cross-sections. This is done by
selecting the edges that are to
be subdivided and first apply the
split- and then the add-tool. Then
we use the smooth-tool to subdivide
it further.
In point editing
mode the characteristic form of
the backside is tweaked into place.
The bend tool was a trusty helper
in this phase.
To avoid surprises
we will now make a short excursion
into the wonderful world of Realsoft’s
3D modelling tools. If you are familiar
with other 3D packages the unorthodox
use of the general tools will come
as a surprise. These are not bound
to a modifier-box neither do they
use handles. They can be applied
interactively at any portion of
the object (numeric editing is also
possible). As a reference the object
geometry and the input plane, which
can be regarded as a plane, which
can be paced feely in space, are
used to apply the 2D effects. By
default the input plane is linked
t the camera. However this ca be
changed with the right mouse button
/ input plane. This can result in
some petty interesting work methods.
In our case we can say that the
general tools work in the camera’s
plane and so we should stick to
the side view while using the bend
tool. |
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03 |
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Now it’s your turn again. Bend the
cross-sections into the desired
position. To make the segmentation
of the backside more believable
we modelled the segments edges in
face-editing mode. To do this we
select all faces behind the segment’s
edge we want to create are apply
the group-subdivide tool (or pull
at handle 1 of any one of the selected
faces whilst pressing the CTRL-key).
(Picture 03)
In addition we add another cross-section
to each segment to strengthen its
definition. (Picture 04)
To emphasize the tip of the abdomen
we select the last vertex and bevel
it by pulling handle 1. (Picture
05) |
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05 |
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09 |
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The middle vertex is to be edited
in the same way and moved slightly
down. The face that results from
the bevel is to be extruded (pull
at handle 2 while pressing CTRL)
to create the connection to the
torso.
The cube representing the torso
should now be subdivided with the
smooth tool. Then the two bottom
edges are to be bevelled (handle
1+CTRL). The resulting faces are
then extruded a little (handle 2+CRLT).
(Picture 06) Throughout whole bottom
surface of the torso we add cross-sections.
(Picture 08) This will allow us
to freely model the insect’s hip
and the joints where the legs are
connected. We then modified the
whole torso by tweaking it into
place a little.
Because Realsoft doesn’t have an
interactive symmetry-tool one should
pay attention in out next step that
the selections should be made on
both sides of our bumblebee. Our
next step will be to add the joints
for the wings. In the upper left
corner of the torso, there where
one would imagine the wings of an
insect to be, we add another vertical
cross-section. We then bevelled
the edge we created in the last
step (handle 1+CTRL). The resulting
faces are then edited with the extrude-
(handle 2+CTRL) and subdivide-tool
(handle 1+CTRL). (Picture 09) Because
our Bumblebee has 4 wings, like
all insects, we need two of these
craters on each side. With the lower
smaller crater it’s only necessary
to extrude and subdivide the face.
(Picture 10) After a little tweaking
the torso should look “insectish”.
(Picture 11) |
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11 |
And now you will have to use your
head. Take what in future should
be the head and apply the smooth-tool.
With a little imagination one can
create a nice oval head shaped object.
We just moved the points into the
appropriate position.
We now tackle the
eyes and bevel the edges located
on the sides of the front. With
subdivide-groups these faces well
be transformed into two nice eye
sockets. Our new favourite insect
should now also receive the matching
eyes. We make a copy of the head
and delete all faces except the
faces of the eye sockets. (Picture
12) And now please follow us into
the object settings (double click
the copy). In the spec-tab we choose
the option “interpolate-boundary”
And activate it. Our soon to be
eyes should receive another dose
of the smooth-tool. A little tweaking
and our insect has received the
gift of sight.
What’s next?
We select the two
lowest faces of the head and create
the basis for the bumblebee’s mouth.
(Picture 14) It is now up to you
to insert a few new cross-sections
to add more detail to the eyes and
mouth. The points are to be pushed
back and forth a little to resemble
out drawing. In some cases a little
imagination and creativity on your
side is in order. (Picture 16) Once
again the bevel-tool will be utilised
to model the base for the antenna.
To do this two fitting points on
the forehead should be selected
and bevelled. The resulting faces
are then extruded inwards. (Picture
17) We are now at the stage then
we should divert our thoughts to
the sex of our bumblebee, for now
we will turn our attention towards
the antenna. We create a subdivision-cube,
which should have the dimensions
of the socket and in the ideal case
should also be located in the socket
itself. The side of the cube that
faces the front will now be extruded.
Following that the individual segments
of the antenna are subdivided, extruded
and then scales slightly larger
(handle 1). This is to be repeated
as often as ones common sense allows
(female 12 segments male 13 segments).
But initially this should be done
only linear. The curves will be
added later. In our case you see
that out of reasons concerning the
design (well chance played a substantial
role too) we stopped at only 8 segments
(without sex? In puberty?). We also
modified the lower part of the antenna
a little. As we mentioned in the
beginning or tutorial should not
create an exact resemblance of our
bumblebee. Let your creativity go
loony a little. The bumblebee did
hold any grudges against us in any
case. By repeatedly applying the
bend-tool we will now give the antenna
it’s curved form. (Picture 18) Of
course we only create one antenna
first and then we let Realsoft do
some work for us by simply copying
it. But more on that topic later.
Lets not forget to
model a connection between head
and torso. Bevel an appropriate
point on the backside of the head
and, how could it be any other way,
extrude it into a slick neck. |
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20 |
Now we give our bumblebee a ferocious
look, at least if viewed up close.
The following first mouth tool consists
of a flat SDS-cube located in the
corner of the mouth. The front faces
are then extruded as you indubitably
guessed by now. We switch to front
view and utilise the bend tool again
to bring the object into our desired
form and to place it in front or
the moth opening. Exactly this bent
thingy should receive a few (at
least 4) cross-sections. The smaller
faces facing the middle of the mouth
can now be selected and will soon
resemble the ferocious bighting
tools. We now select the extrude
icon which opens a sub menu in which
you should choose “region” and then
activate “separately” in the pull
down menu. Move the mouse a little
and thus create the “teeth”. Keep
the selection and extrude again,
scale it smaller (handle 1) and
you should have a fairly good result
by now, what do you think. (Picture
20) Not bad at all, but don’t you
reckon that there is still something
very elementary missing to make
out bumblebee a real insect?
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Say, don’t you think
that we definantly need a little
change of scenery? If you don’t
share our opinion just skip the
following passage. In any case WE
will quickly make ourselves a little
horse. Didn’t you just always want
a little horsy? Well here’s the
quickie: Take one SDS-cube and subdivide
it. Grab the points in the back
and the front of the top and the
four corner points on the bottom,
bevel these and extrude neck, tail
and four legs. Further extrude the
neck and scale it a little, tweak
a little and bevel the two points
that seem suitable for the ears
and extrude them without second
thought… don’t be afraid - you are
not hurting the horsy.
Follow the pictures
and before you know it you have
a little rubber horse. Also available
in the colours: Red, green, and
violet. Practice this little horse
once every day and impress friends
and relatives with being able to
model a little horse in less then
15 seconds.
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Well
ok welcome back to the insect kingdom
(Bzzzzzz).
Let’s tackle the
task of the legs now. To be more
precise one leg, the rest will be
added by copying the one. It shouldn’t
come as a surprise that we once
again take a SDS-cube, and place
it into the appropriate crevice
on the lower portion of the torso,
and extrude like there is no tomorrow.
In-between it would be wise to use
ant tools that might be useful.
Here the following tools would be
recommended: Scale about normal
(handle 1), bend, scale edge (handle1)
applied to the side edges to create
the flattened form of the upper
leg segment. To create the bulge
in the middle of the upper segment
it is advisable to add a cross section
at this point. (Picture 22) To act
as joint you should use a flattened
sphere strategically placed. The
next segment was quickly be created
by copying the first one and mirroring
it. That doesn’t look quite right,
does it? That’s why we delete those
faces, which are out of place, extrude
the end face and subdivide it again.
Move on normal (handle 2) inwards
gives us the new joint. (Picture
23) And then quickly produce another
flattened sphere to serve as our
joint and the repeat the last few
steps for the third section of our
leg. When this task is done we should
correct the form a little (point
editing ect.) and presto the main
portion of the leg is done. The
remaining segments are just SDS
cubes forced into a heart form.
Extrude, scale about normal and
bend where our main tools in this
task. (Picture 24)
To create the other
legs it is advisable to copy the
first leg and deform it with the
modifier-tools (move, bend, rotate,
extend). (Picture 25) And while
we are at it we can continue with
copying antenna and the other 3
legs (instance is also an option
but only if the bumblebee will not
be animated in future) and mirroring
them in top view. (Picture 26) |
What our
bumblebee is still lacking you might
have guessed by now: Wings.
Let us not sit around idly. A SDS
cube is placed in the joint socket
of the wing and a face, preferably
facing back, is to be extruded a
few times and scaled to form a sharp
point. What we are working on will
in the end be the chitin net that
stabilises the wing. For the veins
that sprout from the main brash
we follow the following strategy:
In point mode we select the vertices
belonging to the edge where the
sprout should be. Then we switch
to edge mode and the edges of the
cross-section should be selected.
Bevel these (handle 1 + CTRL). Switch
to face mode and deselect everything.
Then select only that face where
the vein should branch off and extrude
it. The web of the skeleton will
be subject to your imagination.
In this endeavour the tunnel tool
can be a good friend and aid in
connecting the various veins. Al
this should be done in a pain (top-
or side view). In the same plain
you place a Nurbs-mesh (Nurbs rectangle)
with a minimal resolution of 6x6.
The “tweaking” you should be well
familiar with will bring the mesh
into it’s wing form. The edges should
coincide with those of the chitin
skeleton. Now select both objects
in the select window and group them
with the function drop to level
(right mouse button, drop to level).
The level you just created should
be selected and given a slight bend
with the bend-tool. Then place it
in the correct position in the joint
socket on the torso. (Picture 27)
The second and slightly smaller
wing we created by simply copying
the wing we just manufactured and
changing it with the scale-tool
and a little fine-tuning in point-editing
mode (Picture 28)
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Fabulous, well done. Just one final
detail and you have a new pet. Be
so kind and give your bumblebee
a second pair of wings with the
function duplicate and the mirror-tool.
This should be done in top view
to get the mirror axis right. (Picture
29)
In general one should
be able to identify the concoction
on your monitor as bumblebee. In
any case it should be enough for
a bee.
We will not go into
the details of the texture in this
tutorial and lay this task into
your capable hands. And the decision
whether or not your bumblebee should
be covered in a dense fur is also
yours to make, although in the current
weather situation it could be advisable.
Simply use the 2D-partices and the
option “paint on surface.
We hope to have acquainted
you with the SDS-tools of Realsoft
3D in this tutorial. Even though
we only worked with a handful of
functions. Of course Realsoft 3D
has an enormous arsenal of modelling-tools,
which sometimes have a variety of
very complex functions. But the
real advantage of Realsoft 3D is
it’s speed with the simple modelling-tools,
which if used in unison can lead
to faster results then the specialised
tools with all those options.
Keep on experimenting
with these functions and you will
realise that you will be able to
create almost any object with minimal
amount of clicks and only a few
key combinations. Organic objects
are especially simple.
We wish you all the best in the
future with Realsoft 3D.
CREDITS:
Tutorial: Gunnar
Radeloff & Bastian Schreitling
Pencil sketches by: Frank
Eichhoefer
Special thanks for translating
from German into English to: Mark
Dauth |
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Page
updated on
Tuesday, 25 February, 2003
. For feedback / model submissions or articles
- please email
us. |
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