|
This tutorial is aimed at 3D artists that are new to SILO but
have some knowledge of Polygonal modeling. Box modeling can
be achieved with most sub-division modeling packages ( Silo,
Wings, Lightwave, Maya, C4D etc.) and the process described
in this Silo tutorial can be applied to many of them. The screen
shot below gives an idea of how the tutorial progresses from
a polygonal box into a Basic dinosaur.
In this tutorial you can see screen shots of an Orange interface
with a range of icons attached to the manipulator. This is not
the one supplied with Silo but rather my custom designed UI.
Silo is built to be configured to suit the 3D Artist own style
allowing you to configure the keyboard shortcuts, the interface,
buttons and even the colors. The one used in this tutorial can
be found
here.
|
click
image for large version |
There
are a couple of things to do before we start the modeling:
Start
Silo up.
Go
to the top menu and enable Selection>Snapping
and
Selection>Enable seam preserve |
Right
click in the screen and create a default CUBE
Key
board W to show the MOVE manipulator
Grab
the RED arrow and slide the CUBE so that a face lies along the
Centrex axis as per below |
| |
Keyboard
D to enter FACE mode
Highlight
the face that sites on the Centrex axis
|
| |
Hit
DELETE and remove the face |
|
Keyboard
F to enter OBJECT mode.
Right
click, hit INSTANCE MIRROR. This creates a mirror version
of your object and allows you to work on one side of the object
and see the other side automatically update.
|
|
Keyboard
Q to enter UNIVERSAL MANIPULATOR
Select
the polygon on the side of the cube
Use
the yellow square to decrease the size of the side polygon
|
|
Select
the polygon at the front of the model. |
|
Use
MODIFY>EXTRUDE and extrude the front face out. You will
need to be in either Universal manipulator Q or Move manipulator
mode W
Key
board E for scale and use the yellow square to scale the face
down.
TIP: If the seam opens up simply move the face back to the
Centrex and it will snap back. |
|
This
will be the neck area. Move the face up using the move manipulator |
|
Rotate
the face backwards using the Rotate manipulator R |
|
Extrude
again, rotate the face until it is horizontal. |
|
Extrude
vertically again to form the first part of the head. Then
select the face on the front as shown below. |
|
Extrude
outwards to create the bulk of the head. |
|
Select
two face on the side of the head.
Right
click
|
|
Use
Select Loop to select all the polygons around the head. |
|
Right
click again
Use
Split Loop to split the polygon loop in half all the way
around the head.
Tip: This is one way to give ourselves more polygons to
work with however, the real trick is to keep the polygon
count as low as possible. Running a loop cut like this can
end up giving us too many polygons in the wrong areas.
|
|
|
|
Back
to Face mode D.
Select
2 faces along the side of the model and use Select loop |
|
Use
split loop.
Select
one of the faces on the underside. This is where we will extrude
an arm from. |
|
Use
Extrude and then move the face down a small amount.
Scale
it down a small amount as shown. Look at it from a few angles
now to make sure it is in the right position. |
|
Extrude
again. |
| |
Extrude
again and repositions the face as shown. Again, keep rotating
the model and checking it from all sides. |
|
Extrude
down for the hands. |
|
Select
the faces at the back of the model
Extrude
out wards and down.
If
the faces split away from the seam when you scale them down
simply move them back towards the Axis until they snap together
again. |
|
Extrude
and scale down as shown |
|
And
again to get the tail shape as shown |
|
Select
two faces at the hip section.
Extrude
outwards |
|
Select
the underside of that last extrusion.
Extrude
down to form the thigh |
|
And
again to form the ankle
Keep
rotating the faces as needed to match the model below |
|
Extrude
the lower leg/foot |
|
and
two more to create the toes |
|
| |