| DINOSAUR 
        3d Modeling Tutorialfor Lightwave by Russell Gooday
 
  
 
 INTRODUCTION The 
        following tutorial I hope will give you a detailed insight into how to 
        approach andcomplete the task of building a 3d Dinosaur. For this tutorial I have 
        chosen an odd
 looking beast from the Late Cretaceous called Machrachemia. The techniques 
        I will
 try to explain here, are not just limited to Dinosaurs, though, they can 
        be applied to
 any form of organic modeling.
 
 Please also note, that I have included the quick key references in modeler 
        and that
 they are case sensitive.
 SOURCE 
        MATERIAL  Source 
        material as you more than likely have experienced can range from detailedplans, models or photographs to a biro sketch on the back of a cigarette 
        packet.
 On some of the dinos, I have modeled, I have had as little as a URL, leading 
        to a
 photograph of 4 teeth and a brief description of what the rest of the 
        beast might or
 might not look like. However in this example I was fortunate to have scaled 
        profile
 pencil drawings to scan in, taking out alot of the guess work. I would 
        add it is still
 worth looking for extra reference material on a job like this. If you 
        look at this beast,
 you can see that he/she has a body similar to today's camels, so for details, 
        which
 maybe obscured 
        like 
        the rear legs in the front on shot, we could look for camel
 images, on the web or in books to help fill those gaps.
 
   (Click for reference image)
 ARE 
        YOU SITTING COMFORTABLY? Step 
        1. SETTING UP THE BG IMAGES 
         First 
        of all the background reference images need to be prepared in an image 
        editingpackage. They need to be sized the same and in this case cropped to the 
        very edges
 eg. Nose and Tail, Head and Foot. They can then be imported first to Modeler's
 Image Editor or straight to (Press d) Display Options/Background Tab / 
        Image /-
 Load Image.
 
 Although we have sized and cropped, more than likely one of the views, 
        I usually find
 the plan view, has come in at a different size to the others and is going 
        to need some
 adjustment. Drawing a box around the BG Images (Press X) in this case 
        shows that
 indeed the plan view needs to be altered.
  
 Fig 1. A box is drawn to check
 the scale of the reference images.
 Step 2. Leaving 
        the box, as a guide, you should now press 'd' (Display Options) and
 click on Background Tab and the Automatic Sizing button(fig 2.). The top 
        image will
 stretch to fit the box. We can then save all the backgrounds in one hit 
        via the presets
 requester, ready to load straight in next for a next time.
  
 Fig 2. Auto Sizing is used to scale up top reference,
 before saving the backgrounds as a preset.
 
 Step 
        3. TRACING 
        THE TORSO
 Right, 
        Now for the first bit of modeling! We are going to trace the side profile 
        of ourDino, excluding the Head, Tail and Legs. Basically just the main Torso 
        for now. It is
 preferable to deal with a complex model like this in sections, rather 
        than tackle it as
 a whole. At a later stage we can digitally sew the various parts together.
  
 Fig 3. A cross section of
 Macrachemia's 
        Torso.
 With 
        the mouse and the Point tool (Press 
        +) trace the 
        outline of your creature, bearingin mind that you will be turning this outline into quads (4 
        sided/ 4 pointed polygons),
 and that you need to leave single quads for the back and front legs. Then 
        as Fig 3.
 shows, you need to make adjacent quads running from the neck to the rear.
 Step 
        4. EXTRUDING Now 
        the Third D, we need to Extrude our profile (Press E) on the X axis, in 
        this caseto the outer edges of the stomach.
 TIP: 
        Because we are working with quads (4 sided/ 4 pointed polygons) we can 
        easily flip between Nurb andPoly mode. It is some times easier to make selections and navigate around 
        your model in poly mode, that's
 the flat face, non curved version, and flip to Nurb (Press TAB), the curved 
        smooth version, occasionally to
 monitor the progress of your model.
 
 Fig 
        4. The Extruded Model Step 
        5. Remove the 
        X facing polygons on X = 0, as shown here in Fig 5.  
 Fig 
        5. Polygons to be removed Step 
        6. Now from 
        the top view we are ready to select and drag points in, to form theshapes of the neck and stomach. The shape of the legs/thighs will be formed 
        in the
 next few steps.
 
 
 Fig 
        6. Points are dragged in to follow the shape of the top reference image. NEXT 
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