3d head

kilmyneo

Well-known member
I'm learning this myself. I think you'll want to model like you would a real human face if you're going to create a good character. The box modelling method I played with for my toon cat probably would not be good for this.

Generally from what I understand is different parts of the face are modelled first then joind up later. The eyes, the nose and the mouth.

I've been drawing very lo poly's and using a smoother.
The important thing is the edge loops. The shape of the loops (rings) so that when it comes time to rig and animate the face, the muscles will react properly.
That is, the face, like the cheeks, will stretch convincingly without distorting unaturally. Easier said than done.

It really comes down to 1/st understanding the process then 2/ practicing it over and over.

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I dug up a tutorial for modelling a woman using max. (Really had to look for it.)
I've tried a part of it and found some things were not exactly as described in the tute so it was frustrating. And I was using C4D but I did get the process almost completely understood.

You're welcome to it. I can't even remember where I got from but I since really try to keep track of my sources
I'll send a P.M.

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I'll look around in my tutes folder for one that has a link that I can post. I'm becoming a tutorial pack rat I think, hehe.

I've been using this one for C4D. It should give you a good sense of one method anyways.
(I think this is the one where I got a bit frustrated with. )

http://library.creativecow.net/articles/labelle_jannis/head_ee.php
 
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If this is your first time, this is no easy task. However you characters head isn't to complex, I'd try box model first. :)
 
I thought I'd try modelling the head from your pictures, I hope you don't mind.
I needed some practice anyways.

I used the method described in the creative cow link that I listed above.
I did the eye, then the nose, then the mouth and started joining them.

Although I don't use max I think I and others could guide you through at least up to this point. If youre interested in trying and posting your progress each step of the way. It will be frustrating at first though.

The ears and mouth aren't finished and I made a few mistakes but here's the idea...

kilm_1a.jpg



kilm_1b.jpg



kilm_1c.jpg
 
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so great!!! its really cool to see my work in 3d ... i wish some day to do that, i think, please fell free to do anything whit the draw and post, thanks
 
Hold on now. Why don't you give it a try? I'll help out where I can.

The first step is to start. In this case the eye.
Do you think you can try and do this?

(Don't worry too much about the front view. I just used it as a general reference but used mainly the side and perspective views as the main reference. I didn't use the top view at all.)

1_eyes.jpg
 
Ok, my first example ...it sucks hehe, but hey..its my first time ;) i start whit a single plane extruding the edges , add simetry and mesh smooth...

96857672bc7.jpg
 
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Hey congrats. For your first try it is actually pretty good. I can make out the face proportions well so your on your way.

Now I'd spend some time refining the features by adjusting the vertices as well as finishing up the eyes, mouth & ears.

I'm redoing my interpretation too as I made some errors last time. I'm having alot of fun trying to bring this guy to life.
 
This is the last, i used other technique, sphere object for the head with FFD 444 to retouch, and the same for the nose, then i attach the nose to the head and weld the vertex... and finally turbo smooth.
now i want to do the eyebrowns, mouth, etc...the most dificult part i think.
thanks !!
47994070tz9.jpg
 
The only thing with that method is the lack of edge loops primarily around the cheek area right now. (maybe it's just the smoother on an unfinished model). If you look at the vertical lines in your first one they begin around the corner of the eye, down and under the mouth and back up. That is the right way. It's supposed to simulate muscle so when you rig and animate the face, the face contorts properly.

Look at finshed meshes and look for those loops. My attempt above does not show it properly but my new one is done properly (closer than my last anyways). So that's something you should keep in mind and will save alot of frustration when animation time comes.
 
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Here's a properly done head (included with C4D). That can be used as a reference. The wires are shown in Isoprams mode which only show the unsmoothed mesh smoothed.

head_reference.jpg
 
My current version. Lots and lots of adjusting. I would like to bring the ears up in my version to give it more of a humanistic caricature look which is the kind of stuff I'd like to do, so hope that's okay. (I think I still have a few too many lines.)


2040.jpg
 
so cool!!.....question... if i turn the sphere and start to modify from there, FDD,etc??? can be an option?? anyway your example its very good, i will follow your instructions, thanks.
 
I'm not sure, never done it that way before. Try it I guess.

I still think your first one was very close though. You'de only have to readjust some of the vertices at the nose, the head and chin. I always have to do that anyways as part of the detailing process.

//Also when you are doing/detailing the eyes it helps to put the eyeball in place.
Also (your first post) you need to inner edge extrude the eye a few more times to create the eyelids (if you want them).
And the final extrude goes inwards towards the back of the head, into the eyeball to seal any gaps between the face and the eyeball.
 
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