How to create a realistic looking turtle - Modeling part 1by Denis Zen
/artists/2.3d#denis_zen
files.zipWhat follows is the first part of a tutorial which will show you how to model, texture, illuminate and animate a turtle. At the end your turtle should look like the one in the picture below:

Ready? Lets start.
The first thing you need isa turtle to take some reference photos. If you have any, you can use the images included in this tutorial. I used them to draw the reference profiles, to model the different parts of the turtle and of course to get the images I used for the texture maps. Lets see how I did.
First, you have to load the images in Maya workspace to draw the different profiles; to do this you have to create an Image Plane for the side and the top camera:
(Tip - If you want, you can speed your work creating in the shelf the thumbnails of the commands you use the most by pressing Alt+Ctrl+Shift while selecting the command from the menu).
The thumbnails in the shelf
Window > Rendering Editors > Multilister In the Multilister, click the Cameras tab and doubleclik on top shape.
The Attribute Editor of the side camera opens; scrool down until you see the Environnement tab; open it and click the Create button near Image Plane:

A new window opens: set the parameters as follows:
Image Plane AttributesDisplay: looking through camera
(if you want to see the image only in the top camera view, otherwise select in all views)
Display Mode: RGB
Image Plane: Fixed
(this way when you move the camera, the Image Plane and the refence curves you draw will follow it)
Type: Image File
Image Name: here you have to load the file you will use as reference (in this case load the file bottom.tga)
Placement ExtrasCenter: 0 0 0
Width: 10
Height: 10

With the image in the workspace, draw the top and bottom profiles of the tortoise-shell with the CV Curve Tool:
Create>CV Curve Tool Make sure the curve degree is set to 3 Cubic. If not, select it or click the Reset Tool button.
( Tip When you draw a curve you have to use less CV as possible; this way you will control the curve easier and your model will be "lighter" too. In this case you dont need to pay great attention to this because the curves you draw will only be a reference).Once you have drawn the top and bottom profiles rename them
bottomProfile and
topProfile (Tip When you rename something in Maya, its better not to use spaces or underscore. Try to use compound words with capital letters; this will work better especially when you will use expressions)..