UnderTakr2
04 / 03 / 2005, 04:59 AM
Build a Butterfly - Carrara Tutorial
By Carl E.Schou
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/Monarch_of_the_Morning_1a_540.jpg Monarch of the Morning
For this month's foray into the Digital Domain, we are going to model a Monarch Butterfly in Carrara Studio 2. Our goal here is to build a fairly simple butterfly model that has enough details to pass muster, yet be small enough in file size to be practical for use in a crowd scene.
Background on the Monarch Butterfly
The Monarch butterfly is also known as the milkweed butterfly, after the plant that makes up the butterfly's diet during the larval stage. As an adult, the Monarch subsists on nectar. The milkweed diet gives the butterfly a bitter taste that is its best protection against predators. Birds associate the Monarch's color with its toxicity and learn to avoid eating them. Other species mimic the color of the Monarch to take advantage of this. Huge migrations take place every year as the Monarchs travel to their over-wintering sites in Mexico, Florida, California, and coastal Texas. Some tagged Monarchs have been known to travel 1200 miles in these migrations. The wingspan of the Monarch is about three to four inches and the Latin name is Danaus plexippus.
Strategy for Modeling a Monarch
There are three phases to this project. The first phase involves the generation of the image maps for the wings. The second phase involves the generation of the model. The third phase involves the application of the image maps and textures to the model.
For the first phase, we are going to start by generating the image and alpha maps that will be used for the wings, using Photoshop or the2D paint program of your choice. The dimensions of the wing maps will be needed for the modeling phase of the project.
For the second phase, we will begin modeling by entering Carrara's Vector modeler, drawing an outline of the body and lathing it to produce the 3D solid . We'll add a pair of spheres for the eyes. We'll also add a simple set of legs, a pair of antennae, and a proboscis using the Spline modeler. For the wings, we'll add two pairs of rectangles for the front and rear, left and right wings. For the third phase, we will add the image maps of butterfly wings and matching alpha maps to make the non-wing parts of the rectangle transparent. We will also add a simple image map for the body of the butterfly.
Make the Image Maps
The image maps for the wings can be produced by scanning a drawing or a photograph. You can also paint your own in a 2D painting program. For this project, I photographed a mounted specimen of a Monarch butterfly that I purchased for this project through eBay. The top and bottom views of this Monarch are shown below.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap1.jpg
Looking at the two images above, a couple of points are apparent which will have an impact on how we model the wings. First, the wings are darker on top than underneath. Second, we only have a complete view of the upper pair of wings in the top view. Similarly, we only have a complete view of the lower pair of wings in the bottom view. Third, the wings could not be laid completely flat when taking the two photographs, so the shape of a given wing is going to be slightly different between the top and bottom views. To work around these problems, we are going to do our mapping using the images from just two of the wings. We will use the top view of one of the upper wings for the top and bottom image maps for that wing. To produce the underside of the upper wing, we will adjust the brightness and contrast to get the color right. We will do the same with the top view of the lower wing, adjusting the brightness and contrast to produce the image for the bottom side of the lower wing. This will give us image maps for the top and bottom faces of the two wings on one side of the body. Later on, the wings on the other side of the body will be produced by mirroring the mapped rectangle wing objects.
The image below shows the color and alpha maps made in Photoshop from the top view of the upper left wing. To produce the bottom view color image of this wing, adjust the brightness and contrast to get the right look for the underside and save the image under a new name. Note that the same alpha map is used for top and bottom surface of the wing.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap2.jpg
The same process was used to produce the color and alpha maps for the top view of the lower right wing, shown below. Note that the top edge of this wing's image was cloned from the underside image since this portion of the lower wing is hidden by the upper wing. Produce the bottom view image of this wing by adjusting the brightness and contrast to get the right look for the underside.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap3.jpg
Build the Body
In the Carrara Assembly room, drag the Vertex Object icon into the 3D View to insert a Vertex object. This will put you into the Vertex modeling room. Select the Polyline tool and build the outline shown in the Left View Window below. Make sure the end points of the outline are resting on the Y axis so that X = 0.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod1.jpg
Next we Lathe the outline to produce the 3D object. Make sure all of the points are selected and press Construct>Lathe and press Enter. Select everything and turn on Subdivision Surfaces in the Properties tray at the right side of the screen. Your view should look similar to the image below. Return to the Assembly room and use the Properties tray to change the name of this part to Body.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod2.jpg
Add the Eyes
Once again, drag the Vertex Object icon into the 3D View to insert a Vertex object. In the Vertex modeling room, click Insert>Sphere and accept the default model with 60 facets. Return to the Assembly room and set the overall size to 15%. Set the X size to 50% and the Z size to 150%. Move it to the right side of the head and use the Properties tray to change the name of this part to Eye Right. Then use the Duplicate With Symmetry function in the Edit menu to mirror the eye around the plane of the X axis. Rename the new eye as EyeLeft.
The top and side view images below show the placement of the eyes in the Assembly room. These images will also be used as reference in the following sections for the adding of the antennae and legs.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod3a.jpg
By Carl E.Schou
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/Monarch_of_the_Morning_1a_540.jpg Monarch of the Morning
For this month's foray into the Digital Domain, we are going to model a Monarch Butterfly in Carrara Studio 2. Our goal here is to build a fairly simple butterfly model that has enough details to pass muster, yet be small enough in file size to be practical for use in a crowd scene.
Background on the Monarch Butterfly
The Monarch butterfly is also known as the milkweed butterfly, after the plant that makes up the butterfly's diet during the larval stage. As an adult, the Monarch subsists on nectar. The milkweed diet gives the butterfly a bitter taste that is its best protection against predators. Birds associate the Monarch's color with its toxicity and learn to avoid eating them. Other species mimic the color of the Monarch to take advantage of this. Huge migrations take place every year as the Monarchs travel to their over-wintering sites in Mexico, Florida, California, and coastal Texas. Some tagged Monarchs have been known to travel 1200 miles in these migrations. The wingspan of the Monarch is about three to four inches and the Latin name is Danaus plexippus.
Strategy for Modeling a Monarch
There are three phases to this project. The first phase involves the generation of the image maps for the wings. The second phase involves the generation of the model. The third phase involves the application of the image maps and textures to the model.
For the first phase, we are going to start by generating the image and alpha maps that will be used for the wings, using Photoshop or the2D paint program of your choice. The dimensions of the wing maps will be needed for the modeling phase of the project.
For the second phase, we will begin modeling by entering Carrara's Vector modeler, drawing an outline of the body and lathing it to produce the 3D solid . We'll add a pair of spheres for the eyes. We'll also add a simple set of legs, a pair of antennae, and a proboscis using the Spline modeler. For the wings, we'll add two pairs of rectangles for the front and rear, left and right wings. For the third phase, we will add the image maps of butterfly wings and matching alpha maps to make the non-wing parts of the rectangle transparent. We will also add a simple image map for the body of the butterfly.
Make the Image Maps
The image maps for the wings can be produced by scanning a drawing or a photograph. You can also paint your own in a 2D painting program. For this project, I photographed a mounted specimen of a Monarch butterfly that I purchased for this project through eBay. The top and bottom views of this Monarch are shown below.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap1.jpg
Looking at the two images above, a couple of points are apparent which will have an impact on how we model the wings. First, the wings are darker on top than underneath. Second, we only have a complete view of the upper pair of wings in the top view. Similarly, we only have a complete view of the lower pair of wings in the bottom view. Third, the wings could not be laid completely flat when taking the two photographs, so the shape of a given wing is going to be slightly different between the top and bottom views. To work around these problems, we are going to do our mapping using the images from just two of the wings. We will use the top view of one of the upper wings for the top and bottom image maps for that wing. To produce the underside of the upper wing, we will adjust the brightness and contrast to get the color right. We will do the same with the top view of the lower wing, adjusting the brightness and contrast to produce the image for the bottom side of the lower wing. This will give us image maps for the top and bottom faces of the two wings on one side of the body. Later on, the wings on the other side of the body will be produced by mirroring the mapped rectangle wing objects.
The image below shows the color and alpha maps made in Photoshop from the top view of the upper left wing. To produce the bottom view color image of this wing, adjust the brightness and contrast to get the right look for the underside and save the image under a new name. Note that the same alpha map is used for top and bottom surface of the wing.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap2.jpg
The same process was used to produce the color and alpha maps for the top view of the lower right wing, shown below. Note that the top edge of this wing's image was cloned from the underside image since this portion of the lower wing is hidden by the upper wing. Produce the bottom view image of this wing by adjusting the brightness and contrast to get the right look for the underside.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMap3.jpg
Build the Body
In the Carrara Assembly room, drag the Vertex Object icon into the 3D View to insert a Vertex object. This will put you into the Vertex modeling room. Select the Polyline tool and build the outline shown in the Left View Window below. Make sure the end points of the outline are resting on the Y axis so that X = 0.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod1.jpg
Next we Lathe the outline to produce the 3D object. Make sure all of the points are selected and press Construct>Lathe and press Enter. Select everything and turn on Subdivision Surfaces in the Properties tray at the right side of the screen. Your view should look similar to the image below. Return to the Assembly room and use the Properties tray to change the name of this part to Body.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod2.jpg
Add the Eyes
Once again, drag the Vertex Object icon into the 3D View to insert a Vertex object. In the Vertex modeling room, click Insert>Sphere and accept the default model with 60 facets. Return to the Assembly room and set the overall size to 15%. Set the X size to 50% and the Z size to 150%. Move it to the right side of the head and use the Properties tray to change the name of this part to Eye Right. Then use the Duplicate With Symmetry function in the Edit menu to mirror the eye around the plane of the X axis. Rename the new eye as EyeLeft.
The top and side view images below show the placement of the eyes in the Assembly room. These images will also be used as reference in the following sections for the adding of the antennae and legs.
http://www.designertoday.com/images/3DTutorials/2003/February/CarraraButterfly/ButterflyMod3a.jpg