PROPORTIONS



Okay, our existing model is not very convincing as far as humanoid shapes go. This guy was a human on his Grandmother's side. So we need to adjust the vertexes in the mesh to make our man, Geoff here more man-like.
Okay, I'm afraid to say this is where the fit hits the shan. In Studio MAX it is possible to load images into the viewports, enabling you to get an image from 'Sweating Geek Monthly' and fit your vertexes to it. Kind of like tracing. This is not possible in Milkshape, so you're going to have to take a crash course in sculpting accurately.
How can I help? Well, I can't, except to say, 'practice' and if it's not good enough, accept it's not good enough and try again. I have included some reference pictures and also some tips to get your model more accurately shaped.
Study the shapes of things. Look at your mates (not too closely). Look at your partner (the closer the better). Get lots of reference material. Body builder mags are good source material for superhero types. Porno mags are good material for super-babes (plus what a great excuse. 'Hey, Mom! They're reference material').
Also when you are proportioning, consider the effect you are trying to achieve. The Gordon model and, in fact models in general in HalfLife are fairly realistically proportioned, as opposed to the oversized Quake2 models with their tiny jar-heads.
One of the best ways of getting the general proportions right is to import the valve Biped into the model and scale your model to fit the skeleton. You will have to do this wether you agree with the anatomy or not, so it's worth doing that first.
You can do this by downloading the Valve Skeleton in Milkshape format (ms3d), from Here. It's only 3.27K so it'll take but a second. Open your model and then select File/Merge and open the skeleton file. A wireframe skeleton will appear in the workspace. The skeleton is the right size and shape for the Half-Life player model standard, so your mesh should be resized to fit this as closely as possible.
NOTE: If you have followed my tutorial to the letter, you will find that the model is massively bigger than the skeleton.
To help you get the muscle structure accurate, I have included some views of a fairly average male I grabbed from Poser3. Also a nice diagram I scanned from a friend's anatomy book. They all give you some idea of the size and shape of the human body. Where do the elbows come to? How long are the legs? How big is the head compared to the arms? Notice how the back snakes s-like down from the shoulders to the buttocks? etc etc... All these things need to be considered when modelling without the aid of a visual backup.
















You need to pull the vertexes together now to make the shape of the model more humanoid.
Hopefully you will end up with something like this:




TIP: If you get one arm or leg perfect, remember you can mirror it and replace the other one.
Use the scale tool as well as the move tool to move things symmetrically.



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Tutorial created by Scarecrow, THANK YOU !!!

 

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