In this post I will be trying to create my low poly character model using a technique I have learned in the last two years; the box modelling process. I feel that this technique will be the most simple to use for my model and just by using the bevel command a lot of progress can be made.
First of all I have created a simple ‘skater’ reference image for an outline for my model. When I am box modelling I will be able to keep to the outline. So after drawing it I have attached it to a plane in 3ds max and have frozen it in place so I do not mistakenly move it about.

I created a box in the front view port and gave it a few height segments and width segments, as this box will be my models body I have renamed the box ‘body’.

These next images shows how to create the arms; I converted the box to an editable poly, then selected the polygons I want the arms, one on either side, and by using the bevel tool, bevelled out the basic shapes for the arms and hands and neck.


Using the same process; selecting polygons on the bottom of the box where my models legs would be, I can bevel his legs too.

In edge mode I can select the edges of the bevelled shapes and click the loop button and then move the segments to a better position, I used the scale tool in the same mode to redefine my models legs and the shape, position.

If we were to add a turbo-smooth modifier now with 2 iterations our model will look like this, as you can see the smoothness of my model is what I would hope to achieve, it seems we are on the right track.

Now turn off turbo-smooth and now this is the part where I start to shape the body by moving vertices, in the top view port selecting vertices from the editable poly mode; I select the corner body vertices and start to scale the body on the x and y axis for a rounder shape.


Now in the front view port I select the vertices at the collar and the crutch to make the a better shape.


Now I start to move the vertices around the arms and legs until I am happy with the overall shape.

Now I want to create the sleeves for my models arms, using the slice plane and then moving the pane up to an arm, and positioning it very close to the first bevel I made for my models arms I am able to ‘slice’ a new edge in the polygons I selected.

Now repeat this process on the other side. Next we select the edges and move them closer to the models shoulders thus creating a sleeve! (I have made the model see through so you can see what is going on.)

Repeat the process for the other arm and then scale out the sleeve edges to fatten my models arms a little.

Now to do my models shorts exactly the same way; select the polygons you wish to cut, select the slice plane position and cut!

Then select them new edges and move them up the leg near the crotch area. Creating some really cool and easily created shorts! Now I turn turbo-smooth back on to see how my character is coming on!

From this image it shows that my models shorts need to be longer, as I doubt any skater would be seen dead in those shorts. But the basic shape is good now to add some more details!.
Turn off turbo-smooth by clicking the light bulb next to it, and grab that slice plane again we are going to cut some fingers!! In the right view port line up the slice plane on the models hands and cut two new edges, don’t worry about the other hand I might used the mirror tool to create that hand.

Now to bevel out a thumb with the thumb polygon (or where the thumb would be)

No in the top view port move the finger vertices on the corner of the hands away from the middle finger polygon, as I will select all three finger polygons and I will be using the bevel tool again by moving vertices the will bevel in different directions.

Now select the three polygons and bevel out a couple of times.

This is the part we will delete the other arms polygons, select the new arms polygons and mirror them so they appear on the other side!


Now I must attach the new mirrored object to the body by using the attach tool and then weld the vertices of the new arm and the sleeve together.

Turn on the turbo-smooth modifier to see what the fingers look like.

That’s it for this post, in the next post I will try to finish the model’s body and position the fingers into a better pose, and color the model using some basic colour ID’s in the material editor.