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Wings 3D Character Modeling Tutorials

Wings 3D is a freeware modeling program. While it may not be as versatile as some of the better known modeling programs such as Maya or Cinema 4D, which also have texturing and animation tools, it does have a solid set of modeling tools that you can use to create almost any shape you can imagine. The process used here is called " box modeling," because you can start with just a cube (box) and produce anything by refining and adjusting it.

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    1. Planning

      • Before you can begin modeling your character, you need to have a good idea exactly what you want to create, be it a drone warrior or a toon puppy. So start by creating a group of sketches that show your model from several different angles. If the character is bipedal, these sketches should show it standing with its legs slightly apart and its arms extended to either side.

        You should also create a group of drawings showing the character in various poses. While these will not help you in shaping the basic model, you can use them to help you understand where on the model you might want to have more geometry (polygons) to make the bending more effective.

      Creating the Basic Shape

      • Open Wings 3D. Use the mouse to place a "Cube" in the scene (a cube being the default shape that Wings 3D produces). To create the model, change the selection mode at the top to "Faces." Select the face at the top of the cube. Now right-click and select "Extrude." Use the mouse to extrude the face (polygon) out so as to create a rough "neck" part. Now do this again to make the head in one or more extrusions.

      Refining the Model

      • Continue this process, creating more extrusions from the sides to form the arms and the palms of the hands. Right-click and select the "Line" tool to make a division in the bottom face from which to extrude two legs and feet. Now use the "Line" tool to create the divisions necessary at the ends of the palms and feet to extrude fingers and toes.

        Change the selection mode to "Points." Now start select individual points and begin moving them with the mouse. This is the hard part. You have to move each point to refine its position so the model better reflects you sketches. After you finish this long and laborious process, save your model as a Wavefront OBJ.

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