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Hand and Teeth Modeling Help Needed On Slimer Model
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  • Farmer
  • Posted: 27 March 2008 06:52 PM
  • Location: Syracuse, NY
  • Total Posts: 1
  • Joined: 28 August 2007 02:51 PM

I’ve made up a Model for the character Slimer From the movie Ghostbusters and I’m fairly Satisfied with it as is but I’m having a particular difficult time with modeling the teeth and Hands.  Anybody got any Bright Ideas???



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Hey Farmer
Looks pretty cool, you are off to a good start with this.

I don’t remember how many fingers the creature had from the original movie or what his hands looked like but I would approach it the same way as if you were doing a regular Humanoid figure.
When you start your base mesh in Max make sure it snapped to grid on the x,y axis.
This way you only have to model one side and then mirror/attach it once you are finished.

There are tons of hand modeling tuts on line if you do a quick google search.
You are going to start with a rectangle shape with the appropriate subdivisions and simple pull the verts from the poly mesh into a basic shape and extrude the poly faces to form a thumb and the four fingers.
The hand can be modeled separately and then attached to the arms of the main base mesh when finished.
Just keep checking the arm topology as you do the hand so you end up with the right number of edges on each section so they can be attached later forming quads only.
Teeth are simple poly box shapes.
When you are doing a molar for example which is a back tooth, make sure the cube has been divided so the vert is centered from the top view.
This way you can highlight the vert and move it down on the y axis a bit.
Now when you subdivide the box you will have the basic molar shape with an indentation in the middle of the tooth and the familiar four bumps.
When you are making the shape of the other shaper teeth, just use the verts to make a basic shape and then subdivide the mesh a few times.
You can then export this basic tooth shape into a sculpting program like MudBox and dial in the character of the tooth with some simple sculpting. In your model the teeth will probably be quite large, so you could have some real fun with this.
You need to model the gums separately as well apart from the base mesh and teeth.
It’s much easier this way if you are planning to animate the creature as opposed to everything being just one mesh, meaning sculpting the teeth from the main mesh. You won’t really get good teeth shape this way…
Keeping the teeth separate also enables you to work on the placement of each tooth and see what looks good.
Good luck with your project.



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