Modeling a Face

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    Modeling a Face

    Share|This tutorial will teach you how to model a basic face that can be used for

    cartoon or realistic. The purpose of this tutorial is to teach you how to createthe geometry needed for modeling a head. The head we'll be modeling is

    completely cartoon and rather simple, but you could use this model as a basefor any other model. You don't have to follow this tutorial exactly. This tutorialis only showing you the steps to create the geometry. You'll have to use yourown artistic talent to decide how the head'll be shaped.

    Modeling

    Step one - Create a cube and scale it so it's about the general proportions of a

    head. Since we're using a box as our base model this is classed as boxmodeling.

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    Step two - Go to edit mesh>insert edge loop. Add an edge loop a little pasthalf-way around the cube.

    Step three - Select the face where the mouth would be and go to edit

    mesh>extrude. Use the scale tool and move tool to position it as the lips of themodel.

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    Step four - Now use the insert edge loop tool again to cut your model in half.Then right click and hold over your model and select face. This will take you toface mode. Select the faces on the left and hit delete on your keyboard.

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    Step five - Now that you've cut your model in half, you're ready to use asmooth proxy. A smooth proxy makes a copy of your model, duplicates it to theopposite side and smooths it. Also, when you change the original side, it willupdate the smooth proxy. Select the head and go to proxy>subdiv proxy. Click

    the square beside the text. This will open up the options. Copy the options sothey match the ones on the image below.

    Step six - Now use the insert edge loop tool again and add an edge loop on theoutside of the lips and another one going around the lower half of the head.

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    Step seven - Now, using those vertices's, move them around to get thegeneral shape of the head.

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    Step eight - Now use the insert edge loop tool and add two new edge loops.Copy the ones in the image (the edges are in red).

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    Step nine - Now add two edge loops that go around the lower half of the face.By adding two edge loops we create a new set of faces (they're in red). Shift

    the vertices's around until you get your desired shape. It's important that youget these pretty close to what you're looking for because this will be harder toedit later.

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    Step eleven - Select the face where the eye would be and go to editmesh>extrude. Scale it in. This will make the beginning of the eye socket.

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    Step twelve - Select the new face you just created and hit extrude again. Ifyou haven't done a different command, hit G on your keyboard instead. Whenyou hit G on your keyboard it will go back to the last tool you used. Scale it in

    and edit the vertices's so that it makes the general shape of an eye.

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    Step thirteen - Now, using the split polygon tool, add the edges that areshown in red in the image. This will be the base of our nose.

    Step fourteen - Select the newly created faces and pull them out.

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    Step fifteen - Shape your nose until it looks good.

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    Step sixteen - Now, using the split polygon tool, add the edges that are shown

    in red in the image. This will be the base of our nostril.

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    Step seventeen - Delete the edges that are inside the red circle. And thendelete the access vertices.

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    Step eighteen - Select the edge that was created with the split polygon tool

    and move it out.

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    Step nineteen - Add an edge loop around the base of the nose and the nostril.

    Shape it a bit. By adding this edge loop it gives us more control of the shape ofthe nose.

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    Step twenty - Okay - now our head's starting to take shape. The smooth proxy

    looks rather low rez, though. To fix this, select the smooth proxy side and hitpage up on your keyboard. This will increase the subdividing which, in turn,increases the smoothing.

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    Step twenty-one - Now down to the mouth. Use the split polygon tool to add

    an edge to the lower lip. This will allow us to cut a hole for the moth.

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    Step twenty-two - Select the newly created face and extrude it in. Delete theface that's in red. This face sits between the proxy and the model. When you

    delete this face you'll notice that the gap between the two objects willdisappear.

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    Okay; here's how our head looks now.

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    Notes On Head Modeling

    As mentioned above, this head modeling tutorial is only to teach you how to

    create the proper geometry for a head. Here are some notes that will help youcreate a more finished head.

    - Assign a blinn shader to the proxy side. Because a blinn shader has a specular

    to it (shininess), you can see your shapes and curves clearer. To do this, selectyour proxy object, go to the rendering shelf and select the blinn.

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    - Adding more edge loops will help you get a more defined shape.

    - Work in the medium level of subdividing the smooth proxy. Sometimes modelswill loom great when smoothed with level one, but when smoothed with leveltwo they start getting hideous.fa