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BOX MODELING A DINOSAUR IN SILO 1.4 PAGE ONE OF THREE

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.

Keyboard A to enter Vertex mode.
Holding down control now allows you to tweak the position of individual points or verts.
Round the head off as shown below

Tip: Spend some time in learning how to do this well. It is one of the most used methods of refining a control mesh and the better you are at tweaking a mesh the better the end result will be. Make sure you keep rotating the model to see it from all angles.

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

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