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        <h1><font face="Arial, Helvetica, sans-serif"><b><i><a href="../../index.html">loonygames</a><br>
          <font size="1">a <a href="http://www.bluesnews.com">blue's news</a> 
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<p><a href="../2.13/totb/index.html">&lt;&lt; Back to Normal View</a></p>
<p>URL: <a href="../2.13/totb/index.html">http://www.loonygames.com/content/2.13/totb/</a><br>
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<p>&nbsp;</p></p>
                            
              Press 
                Attach and now all the shapes are merged into one.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy30.jpg" width="202" height="203" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now for 
                some trickery.  Change your viewport to wireframe mode, go to 
                the Modify panel, click on Sub-Object/Spline.  Select all the 
                splines in the front view.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy31.jpg" width="248" height="176" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Shift 
                drag the splines over to the right and click on Detach.  Click 
                OK at the prompt.  Don’t worry about the name unless you want 
                to name it something.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy32.jpg" width="243" height="198" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              As you’ve 
                noticed by now I don’t normally name everything I make since I 
                do a lot of attaching, merging and consolidating of shapes and 
                objects.  If things get tricky and hard to follow then I resort 
                to naming conventions for the shapes and objects.  Otherwise I 
                save the naming for the end as a finishing move for the mesh parts. 
                </p>
              Select 
                the new object and go up to Tools/Mirror.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy33.jpg" width="174" height="246" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Make sure 
                the Mirror dialog box has the X axis and No Clone areas checked 
                and hit OK.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy34.jpg" width="214" height="223" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Next turn 
                the viewport back to Smooth + Highlights and slide the mirrored 
                shape over to the right position.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy35.jpg" width="229" height="194" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Attach 
                the mirrored shape to the first shape and close the open lines 
                by using Modify/Sub-Object/Vertex/Connect…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy36.jpg" width="405" height="293" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Once you 
                connect the hips shape go ahead and detach that spline and rename 
                it to hips.  While we’re at it let’s go ahead and detach the head 
                and side splines naming them ‘head’, ‘chest’, ‘calf’, and ‘foot 
                respectively.  We’ll do the other body parts as well, but for 
                now we’ll just do these.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy37.jpg" width="199" height="177" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now we 
                can start clearing up the workspace a little bit as we turn the 
                shapes into meshes.  Select the shape we’ve been working on, go 
                over to the Display tab and click on Hide Unselected.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy38.jpg" width="234" height="157" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Hit P 
                and Zoom Extents, centering the scene in the perspective window.  
                Rotate the view so you’re looking obliquely at the shape and lose 
                the grid if it pops up.  Go to the Modify tab and click on the 
                Extrude modifier.  Enter a value of 6 for the extrusion and keep 
                the segments to 1.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy39.jpg" width="271" height="266" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Next add 
                an Edit Mesh modifier, go to Sub-Object/Face and with the Element 
                icon selected, drag select the left arm structure.  Go down near 
                the bottom of the menu and click on Detach.  Call the new object 
                ‘arm’.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy40.jpg" width="369" height="247" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Turn the 
                Sub-Object button off, go to the Display panel, uncheck the Edges 
                Only box and hit Hide Selected to isolate the arm.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy41.jpg" width="212" height="234" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Hide Unselected 
                and Hide Selected are both useful and I can’t really say I use 
                one more than the other.  Although since I have alt-H bound to 
                Hide Selected I probably use it slightly more than the other.</p>
              Before 
                we start working on the arm, let’s make it easier to see the changes 
                we make.  Go to your viewport name (Perspective) and right-click 
                to change the view to Other: Facets.  Check the Edged Faces as 
                well.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy42.jpg" width="293" height="231" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Once I 
                begin my mesh with either a primitive or extrusion, my next most 
                crucial technique is Edge manipulation.  I use edge divide and 
                edge turn literally hundreds of times during the course of creating 
                and optimizing a model.  The ease with which Max allows you to 
                manipulate edges is a major reason why I use it as my modeling 
                tool.  </p>
              So, let’s 
                begin the arm by starting with the shoulder.  With the arm selected 
                go to the modify panel and go to Sub-Object/Edge and activate 
                Divide near the bottom.  Once you do divide these edges here, 
                here and here…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy43.jpg" width="439" height="286" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              <br>Vol. 

                2, Issue 13<br>
                February 22, 2000</b>
              <b> 
                </b>
              
                <b><i>Thinking 
                  Outside the Box:</i></b></p>
                <b><i> 
                  3DS Tutorial #1: CyberGuy</i></b></p>
                by 
                  Paul Steed</p>
              
              <p>
                

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              <p>&nbsp; </p>
              
              <br><img src="../images/letters_new/w.jpg" width="34" height="37" align="left"><br>ow.  
                When I wrote the last edition of 
                TOTB about reviewing the reviewers I expected everyone to 
                either ask me to stop whining or simply ignore my rant as some 
                sort of chest-beating therapy.  Wow.  Shockingly I’ve received 
                about 200+ e-mails to date voicing their agreement with my assessment 
                that reviewers are somewhat spoiled/jaded/myopic/not-very-damn-objective.  
                Not surprisingly I did receive about a dozen mild to vehement 
                flames…10 of which were from reviewers themselves.  Also (not 
                surprisingly) most of these unhappy people missed the entire point 
                of the rant.  </p>
              Before 
                you roll your eyes thinking I’m going to start into that dead…equine 
                again don’t worry - just wanted to say (sniff) thanks for the 
                support.  I did get some very well-thought, passionate and LONG 
                e-mails, though.  The nerve I struck still causes me to pause 
                and think on the whole Internet thing.  It especially gave me 
                insight to an observation I’ve had since Q2 that has always bothered 
                me.  </p>
              I used 
                to complain to Blue pretty regularly (e-mail, phone, conventions, 
                etc) that he needed to take more of a stand on issues instead 
                of doing the fence-walking thing.  I felt he was too damn impartial 
                yet when <i>compelled</i> to be partial he veiled it in thinly 
                disguised sarcasm or off-hand comments.  “BE MORE OPEN!”  I decried 
                from my pulpit.  But since last week and after 3.5 years of exposure 
                to the ‘net I have finally come to the realization that people 
                like Blue came to long ago: YOU CAN’T HAVE AN OPINION.</p>
              That’s 
                right.  These high-profile web pimps like Blue, Scary and Redwood 
                CAN’T have an opinion.  No one on the Internet in fact can have 
                an opinion.  How dare they?  If they even remotely say something 
                you don’t want to hear, hoooo-boy.  By God, YOU are going to let 
                them know about it!  Sure they can dick around and kid around 
                and jovially cater to you from time to time.  That’s okay…but 
                let’s face it.  Making a stand on an issue alienates them from 

                you.  I’m definitely not saying they don’t HAVE and opinion.  
                I happen to know they damn well do.  I’m just saying they can’t 
                let YOU know they have one.  They have to be this open-minded, 
                non-committal <i>entity</i> that referees public issues instead 
                of participating in them.  Otherwise you crucify them.  Yeah, 
                you.  That 1 or 2 percent that hates his/her life and derives 
                undiluted glee from pressing the buttons of someone/anyone to 
                watch them react and acknowledge your existence.  It puts a smile 
                on your face and warms your cold heart ever so slightly…ever so 
                briefly.</p>
              Taking 
                the referee analogy further…I’m the middle linebacker who occasionally 
                will take out a ref going after the guy with the ball.  Hell, 
                I’ll take out anyone in pursuit of the goal…camera man, side line 
                spectator, cheerleaders…doesn’t matter.  In fact it’s an accepted 
                part of the game.  Sometimes the ref will get even…sometimes not.  
                But I’m ON the field making the plays, taking the hits and digging 
                all the perks of playing ball.  Of course as much as I wish I 
                were I’m not indestructible.  Even though I wear the pads of ‘opinionated-artist-at-a-well-known-game-company’ 
                I’ll get banged up just like any other player.  But I can honestly 
                say all this experience and play time is great!  I feel it’s helped 
                me out of my introverted shell and the internet has honestly turned 
                me into a better person.  No one calls me ‘shy guy’ anymore.  
                And with the help of Charles Atlas no one kicks sand in my face, 
                either!  <i>You</i> have helped <i>me.  </i>So let me help you 
                by following the advice of one of your more demanding brethren: 
                </p>
              “That 
                was nice…how about some helpful stuff now ya whiny bitch.”</p>
              </p>
              </p>
              <br></p>
                            
              The yin 
                to Divide’s yang is Turn.  Activate edge Turn and turn the edges 
                you just created like so…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy44.jpg" width="413" height="267" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now we 
                can do a little vertex manipulation.  First we’ll use Vertex/Weld/Selected.  
                Change your Weld Thresh to 10.  Select these two vertices and 
                hit selected…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy45.jpg" width="417" height="215" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              You may 
                wonder why I divided the edge and welded the vertices instead 
                of simply lowering them.  It’s pure convenience.  Plenty of times 
                I find myself dividing-turning-dividing-turning until I get the 
                proper edge length I need to form a shape.  By dividing the edge 
                and welding the vertices I keep the vertices along the plane of 
                the edge of the mesh.  It’s basically a cheap way of moving vertices 
                and has nothing to do with edges, really.  It’s just a type of 
                modeling I’ve grown to like and sometimes I do push the vertices 
                in a case like this to break out of the routine of dividing-turning-welding.</p>
              Now lets 
                tweak the shape of the shoulder by scaling the vertices along 
                the bottom edge.  Select the two vertices along the bottom edge 
                of the shoulder.  Right-click over the object and choose Scale 
                from the transforms. </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy46.jpg" width="272" height="275" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              We want 
                to do a Non-Uniform Scale so change to that type…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy47.jpg" width="151" height="186" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Make sure 
                the Y axis is active and scale the two vertices by 150%.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy48.jpg" width="264" height="247" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Next we’ll 
                work on the upper arm.  First we need to do some edge dividing…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy49.jpg" width="469" height="231" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …then 
                some vertex welding…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy50.jpg" width="446" height="229" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …and turn 
                an edge.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy51.jpg" width="396" height="202" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              See the 
                pattern here?  Divide…weld…turn.  Live it, learn it, love it.  
                Let’s finish up by scaling the vertices of the inner top part 
                of the upper arm by 130%.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy52.jpg" width="210" height="334" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now move 
                down to the wrist and weld the vertices at the bottom of the forearm…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy53.jpg" width="388" height="231" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …and the 
                top of the hand …</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy54.jpg" width="365" height="292" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Turn the 
                edges of the forearm and hand since they’re pretty deformed from 
                the merges…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy55.jpg" width="301" height="259" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …and scale 
                the wrist are in along the Y axis to make the area look…more <i>wrist-like.</i></p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy56.jpg" width="399" height="241" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              So that 
                almost finishes up the arm but now is the time to discuss a little 
                modeling/design philosophy.  In low-poly modeling the limitations 
                of making cool models in the least amount of faces possible embeds 
                an approach of minimalism deep inside your brain.  One manifestation 
                for me is the use of progressively smaller cross sections for 
                limbs. </p>
              
              <i>- 
                Paul Steed is a 3D artist for id Software.</i></p>
              <br></p>
                            
              Now, click 
                on the small map button beside the diffuse value…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy10.jpg" width="275" height="161" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …make 
                sure Browse From: is New and double-click Bitmap.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy11.jpg" width="280" height="208" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Click 
                on your blank Bitmap bar under Bitmap Parameters…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy12.jpg" width="204" height="139" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …navigate 
                to your …\3dstuts\maps directory and double-click on cyberguy03.jpg</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy13.jpg" width="229" height="142" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Finally 
                make your material Sample Type a cube and turn Show Map in Viewport 
                on.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy14.jpg" width="182" height="177" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Assigning 
                the Material
              If it’s 
                not selected, select the rectangle and assign the material we 
                just made.  Once assigned, notice how in the material box has 
                white ‘corners’ in addition to a white outline.  This means the 
                object selected is ‘wearing’ the material selected.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy15.jpg" width="153" height="168" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              This serves 
                as a great way to verify the materials are assigned to the right 
                objects.  Now close the Material Editor and change your viewport 
                to Smooth + Highlights…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy16.jpg" width="184" height="185" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              As you 
                can see, something ain’t quite right.  The rectangle should be 
                sporting the cyberguybuild material with a visible image of cyberguy03.jpg.  
                Know what the problem is?  The most obvious of course is the fact 
                that the rectangle is just a <i>shape</i> and not a <i>mesh.  
                </i>We also have a problem because we haven’t assigned any mapping 
                coordinates to properly see the bitmap material.  One way to fix 
                all this is to go to the Modify command panel, click on the Edit 
                Stack icon and turn the shape into an Editable Mesh.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy17.jpg" width="186" height="209" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Then we 
                assign a UVW Map modifier to the mesh and viola.  It’s visible.  
                Another way is to assign an Edit Mesh modifier before you assign 
                the UVW Map modifier and achieve the same results.  However, there’s 
                an even better way.  Simply assign a UVW Map modifier <i>to the 
                shape.</i> </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy18.jpg" width="287" height="232" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              This makes 
                it a one-step process instead of two because a UVW Map can only 
                be applied to a mesh.  Max knows this and takes care of the transformation 
                for you.  The Mapping type is already on Planar so the image is 
                aligned right.   Remove the UVW Map modifier and the shape reverts 
                to its original state.  Slick, huh? </p>
              Something 
                to remember when mapping guides onto planes is the power of two 
                rule.  Cyberguy03.jpg is 256 x 256 making it square and video 
                card friendly.  This ensures that it is going to be clear when 
                seen in the viewport.  512 x 512 can work but it’s often blurrier 
                and less distinct than at 256 x 256.</p>
              Creating 
                the Shapes
              Cool.  
                Now we’re cooking with gas!  Now it’s time to start the actual 
                building process.  Select the rectangle if isn’t already and hit 
                P.  Click on zoom extents…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy19.jpg" width="94" height="114" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              
              <br></p>
                            
              Organization
              Before 
                we load up Max however, let’s go over some basic file management 
                ideas.  This tutorial is what you’d call a <i>project.</i>  Thinking 
                of your modeling and animation endeavors as projects helps put 
                you onto the path of organization.  Being organized, developing 
                a system and sticking with it from project to project prevents 
                you from losing track of files when you need them.  So go to whatever 
                drive you want the project stored and make a directory called 
                3DSTUTS.  Go into <i>that</i> directory and create the following 
                directories: MESHES, MAPS and IMAGES.  Now fire up Max.</p>
              Go up 
                to FILE/CONFIGURE PATHS and click on it…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy04.jpg" width="178" height="254" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Click 
                on the ‘Images’ line…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy05.jpg" width="195" height="136" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
               …click 
                on ‘Modify’ and browse until you find the 3dstuts\images directory 
                then click on the ‘Use Path’ button.  Do this for the ‘Scenes’ 
                line as well, mapping that to the 3dstuts\meshes directory.  Thusly, 
                your Configure Paths panel under ‘General’ should now look like 
                this:</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy06.jpg" width="183" height="238" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Next click 
                on the ‘Bitmaps’ tab in the Configure Paths panel…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy07.jpg" width="321" height="107" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              …and ‘Add’ 
                3dstuts\maps to your bitmap paths.  If you have other entries 
                under bitmaps don’t worry about it.  Just be aware were you to 
                render something in Max or try to see you textured model in-view, 
                too many paths under Bitmaps increases your render time.</p>
              Cool!  
                So now we have our project set up correctly and know that each 
                time we start Max and load a mesh, save a mesh, render an image 
                or make a material using a bitmap we know what directories will 
                be used.  Of course if you’ve developed your own system for naming 
                conventions and project management use what works for you.  The 
                key is to always be consistent.</p>
              <b>Let's 
                Get Started</b>
              Make sure 
                you’ve downloaded cyberguy03.jpg and move him to your 3dstuts\maps 
                directory.  Now keep in mind I’m not too concerned with how you 
                work in Max and will always instruct you to do things the way 
                I do them.  However, feel free to deviate from the ways I tell 
                you if you’re more experienced or it makes more sense to you.  
                There’s always more than one way to skin a cat ;]</p>
              So, now 
                that you’re in Max click in Front viewport and hit ‘w’ to re-size 
                the window to fill your view.  I almost exclusively work in one 
                window bouncing back and forth between the [P]erspective view 
                and all the orthographic viewports: [T]op, [B]ottom, [F]ront, 
                bac[K], [L]eft and [R]ight.  This is just the way I prefer to 
                work using ‘z’ for zooming in and out and (ctrl) ‘r’ for rotating 
                the view. </p>
              Go to 
                the Create command panel, click the Shapes tab and click on Rectangle.  
                Click drag a rectangle approximately 100 x 100 units.  Don’t worry 
                if it’s not exact.  After the rectangle is made then go over to 
                the Length and Width values and simply enter 100 x 100.  Name 
                it cyberguybuild.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy08.jpg" width="212" height="182" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Making 
                the 'Guide' Material
              Move the 
                rectangle so it’s centered with the bottom edge aligned with the 
                construction plane.  Next bring up your materials editor so we 
                can create the material that will be mapped onto the rectangle 
                serving as a guide to build cyberguy.  Pick a material slot and 
                rename it to ‘cyberguybuild’.  Knock Shininess and Shininess Strength 
                down to 0 and increase Self-illumination to 100.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy09.jpg" width="180" height="144" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              &nbsp;
              </p>
              </p>
              <br></p>
                            
              Cyberdude 
                Part 1
              Recently 
                on a trip to Australia with Tim Willits promoting Q3A, a rabid 

                fan at a pool hall in Sydney accosted me.  This fan, hopelessly 
                dedicated to the dream of keeping all shooters exactly like Quake, 
                raised an interesting question concerning identifying with your 
                virtual counterpart when playing on-line.  His hypothesis was 
                that since people are acutely aware that they are ‘playing’ on-line 
                and their ‘character’ is a blatant computer generated piece of 
                art, why not make the digital aspect of said ‘computer character’ 
                even more apparent?  Basically he wanted me to admit that devolving 
                today’s graphics to the level they were in the Tron days or pre-Quake 
                days was a great idea in order to better <i>identify</i> with 
                your character.  Well…it’s not and I won’t.  </p>
              With the 
                level of artistry, complexity and <i>richness</i> evident in Q3A’s 
                wall textures, levels, and characters, don’t hold your breath 
                hoping to get the graphics anything but better from now on.  The 
                art in Quake III Arena is easily the best in its genre and is 
                only slightly surpassed by games that feature pre-rendered art 
                or ultra-slow game technology.  However, if you truly want to 
                more accurately identify with your character when playing Q3A 
                or most fps games, identify with a <i>box</i>…as in <i>bounding</i> 
                box.  The outer appearance of your character has no reflection 
                on <i>anything</i> other than…how it looks.  In Q3A, all bounding 
                boxes are the same.  All jumping, running, shooting and damage-taking 
                capabilities are the same.  The characters’ looks in are solely 
                for the sake of <i>diversity and aesthetic appeal only</i>.</p>
              Still, 
                the discussion did get me thinking about a great first (and simple) 
                tutorial for this column and I thank the gentleman for planting 
                the idea.  Keep in mind this will be a massive affair as I go 
                from point A to point Z and try to make this as comprehensive 
                as possible.  Thusly, each week I’ll post more of it until it’s 
                done…</p>
              Here’s 
                what you’ll need to do this…</p>
               </p>
              Tools 
                Used:
              3DS Max 
                2.5 (2.0 and 3.0 should work as well)<br>
                Character Studio 
                2.0<br>
                PhotoShop 5.0 
                (or 4.0)<br>
                <br>
                The theme of 
                the character is an unabashed ‘virtual’ character.  But we still 
                need to make him humanoid.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy01.jpg" width="220" height="221" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now this 
                illustration is basically a schematic for a beefy, heroic-kinda 
                guy with a skeleton underneath.  Using this ‘schematic’ for reference, 
                let’s define some areas of <i>mass</i> or chunks of weight that 
                will ultimately represent the body of Cyberguy.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy02.jpg" width="273" height="206" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              I divided 
                the upper and lower areas up for clarity’s sake.  The reason I 
                have some areas blocked out from the front and some from the side 
                will be apparent as we get further into the tutorial.  Now based 
                off the above diagram, look at the next image:</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy03.jpg" width="173" height="173" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              
              I need 
                you to download this jpg so we can be relatively on the same page 
                when we build Cyberguy.  I’ll wait…hmmm…okay now that you’ve downloaded 
                him let’s get to work.</p>
              
              </p>
              </p>
              <br></p>
                            
              And ctrl-R 
                to rotate around, checking your mapped rectangle.  Cool.  Now 
                we have to slide it back along the Y axis so it’s off the construction 
                plane when we make our lines.  I’ve bound the G key to toggle 
                the construction grid on and off.  For me the grid gets distracting 
                so I keep it off most of the time.  In this case, though we need 
                to see the construction plane.  So hit the F6 key which restricts 
                movement for the object along the Y axis.  Right click over the 
                object and select Move.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy20.jpg" width="184" height="242" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Now put 
                the move icon over the object, hold down the left mouse button 
                and drag your mouse to the right, sliding the rectangle back along 
                the Y.  Move it about 10 units back.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy21.jpg" width="283" height="322" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              An alternate, 
                more accurate way to do this is to right-click over the Select 
                and Move icon at the top of the menu.  This brings up the Move 
                Transform Type-In menu where precise values can be entered.  This 
                menu is also available for the Select and Rotate and Select and 
                Scale icons.  Go ahead and bring it up for the move tool and type 
                in 0, 10 and 50.  This centers it in the X, pushes it back 10 
                along the Y and centers it on the Z.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy22.jpg" width="270" height="139" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Hit F, 
                zoom extents and hide your grid.  If you don’t want to bind the 
                Show Grid option to the G key like I did then go to the menu and 
                turn it off manually.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy23.jpg" width="193" height="255" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              If you 
                don’t know how to bind a key to an action, check this.  Go to 
                File/Preferences…</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy24.jpg" width="180" height="186" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Click 
                on Keyboard.  Under the Command list scroll down to Display Grids 
                (toggle).  Click over to where it says Shortcut and enter the 
                letter G in the blank space or hit Press Key and hit the G key.  
                </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy25.jpg" width="276" height="232" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Hit OK 
                and you’ve bound the G key to the grid show/no show.  Back to 
                cyberguy…</p>
              Go to 
                the Shapes tab, hit Line and knock your steps down to 0.</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy26.jpg" width="198" height="132" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Start 
                with the shoulder pad and trace the triangle.  Click Yes when 
                you’re prompted to &quot;Close Spline?&quot;</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy27.jpg" width="233" height="142" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              Go ahead 
                and trace the rest of the black lines.  Pay careful attention 
                around the hand so none of the lines overlap.  Right click to 
                break off contact when making the open shapes of the abdomen area.  
                Also put your cursor at the upper left corner of the square around 
                his head, hold down ctrl and click drag a rectangle to make that 
                shape a perfect square.  You should end up with something like 
                this:</p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy28.jpg" width="192" height="245" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              To make 
                things easier, let’s consolodate all the lines into one shape.  
                Select the shoulder shape.  Go to the Modify panel, hit Attach 
                Multiple and hit All in the Attach Multiple dialog box.  </p>
              
                 
                   
                    <br><img src="../2.13/totb/images/thumbs/cyberguy29.jpg" width="248" height="197" border="1" alt="click to enlarge!"><br>
                  
                
                 
                   
                     <i></i></p>
                  
                
              
              
              <br><p>&nbsp;</p> 
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