This tutorial was based on XSI 1.5. Some features have changed since then although the core principles and elements discussed below remain essentially the same. The labrador tutorial will get you through modelling basics in XSI and introduce you to subdivision surfaces. |
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CATMULL / DOO SABIN ---CONNECTING OR NOT 1. To understand the difference, here it is a rendered Doo sabin rule with the paw's fingers stoping straight without connection to make tris or quads. Not a terrific Low poly model but a good subdivided one.
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2. The same thing but with a Catmull - Clark rule. Awful on all the line and the paw has lost some volume. |
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3. Now the paw with good connections ( tris or quads ) and Doo Sabin subdivision. The upper part of the paw is now too straight and not as good as the one before. The Low poly is now better but the finished rendered one not. |
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4. The same thing with Catmull-Clark gives now better results but with the same loss of volume. |
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5. What you must fully understand is that when it's time to animate, pleats parts are important. Because only these parts will have a soft enveloppe assignment. In this case the upper paw will never bend so connections are not essentials. This is why while working with Subdivision, Low poly is somewhat like a lattice. Choose your rule depending on your goal, this will change your modeling method. |
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PAW 'S CUSHIONS 1. The bottom of the paw is still pretty simpler. We are going to add the cushion. |
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2. Start connecting the fingers underneath by adding edges.
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3. Once you have got the main connections, you are going to extrude the cushions. Subdivide once again to set the basic size of the cushions with add edge. Select the polygons. |
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4. Press Ctrl + D to duplicate. If you have the "display multiple transformation axes" user preferences toggle activated in the interaction tab, you will be able to see each polygon axe. Toggle COG off in the transform panel since we need local scale in each polygon and not the center of selection. Press Shift while scaling to get uniform scale. |
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5. In local translation mode, push the cushions out of the paw. Now you have got the paw finished |
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REFINING 1. You can add detail where needed depending on what you want to animate.
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2. I added the ribs for breath animation. |
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The overall shape of the rear leg. |
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With the knowings you have now, you are going to make the front legs.
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Here is the finished front leg. With the good basis you have now, you can easily do the same.
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The front paw with the dew claw.
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