I
start with the spline line tool (linear creation
not smooth) by drawing the outer and inner
shapes of the mouth. Then I join the splines
together and convert it into a flat polygon.
STAGE
2
Once
done you need to show or add the hidden lines
like in picture so that the shape is made
up of polygons. You can do this by making
the correct lines visible under mesh edit
and turn them if needed. A easier method is
to use a script called mesh tools (Very much
recommended) to join the points up to make
the polygons.
STAGE
3
Next
select the outer edge border and use the chamfer
tool to create more vertices to play with.
STAGE
4
After
adding more vertices, start by defining the
shape of the mouth. Pull vertices back to
round out the mouth shape and the lips vertices
forward. Make sure you have two vertices close
to each other at each corner of the mouth
to help define the shape later on.
STAGE
5
More
tweaking and shaping. I added more vertices
along the lower lip and more definition at
the corners.
STAGE 6
Hopefully you should end up with something like this. I have added
another row of vertices along the top of the
lip and chamfered the inner lips and moved
the vertices more into the mouth to add roundness
to the lips. Now on the eye!
STAGE
7
I
eye is easier to create and is done exactly
the same way as the mouth. You can just create
the outer shape then chamfer it into the center
and delete the center polygon to get the eye
socket with the polygons already defined.
Then just chamfer the inner border line a
few times to create the eye lid.
STAGE
8
After
a bit of tweaking you should have something
like this. I have added more vertices to create
the bridge of the nose. Remember to bend the
outer side of the eye back a bit and the inner
side a smaller amount back. The top of the
eye lid should be more pronounced forward
than the bottom.
STAGE
9
The
nose can be tricky at first to model but start
with a 4 X 6 flat plane and pull the polys
up into a similar shape like this. Add a extra
row of vertices along the bottom of the nose
to the corner. Note I have only modeled half
the nose. You should duplicate and mirror
it as a reference so you only need to work
on one side.
STAGE
10
Create more polys for the nostrils then select the polygon and extrude
inward. More tweaking and adding polys and
you should end up with this.
STAGE
11
After
I have finished modeling the 3 main components
of the face I put them together to make sure
size proportion is correct and they blend
together ok. I will also add the eye ball
to the model and make any other adjustments
to the eye shape.
STAGE
12
The
next step is to add the rest of the head,
which is started out as an sphere and shaped
using FDD's into and head shape. It is important
to note that I position the end of the sphere
at the mouth so the splines follow the contours
of the face.
STAGE
13
Back
to the face, and I will weld the 3 components
together, adding or removing any vertices
if needed..
STAGE
14
Adding
and meshsmooth at this time helps me see where
any mistakes might pop up, and helps me refine
the detail around the nose, eyes and mouth.
STAGE
15
Next,
back to the head shape. I extrude the bottom
of the sphere a few times to create the neck
and tweak the vertices making sure that it
will blend in with the rest of the face.
STAGE
16
Now
start dividing up the head polygons if necessary
so that it can be welded to the face more
easily, this may require additional segments
to be added to the head shape.
STAGE
17
Finally
weld the face to the head and add another
mesh smooth to spot any problems and make
any additional refinements to the head and
face.
STAGE
18
Next
onto the ear, which can be very tricky. However,
I start with an 6 X 10 plane and shape it
into an ear then extrude the shape a couple
of times and weld vertices where needed to
create something like this below. Reference
images of an ear are very useful at this point.
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STAGE
19
Next
is to attach the ear to the head, as the ear
has more detail, you need to split a few of
the polygons on the side of the head so you
can weld it successfully.
STAGE
20
Modeling
the internal mouth requires half the head
to be hidden, and this is created separately
before being added to the inside of the head.
Not much detail is needed here, and makes
it easier to animate the mouth.
STAGE
21
Finally
I will check the whole model and add imperfections
to make the head less symmetrical, like bend
the noise a little to the left, moving an
eye socket down and tilting the mouth. This
all adds to realism and brings character to
your model.
STAGE
22
Finally
an test render of the model, before adding
textures and the eyes. I would then duplicate
the model and deform it to an flatter version
to make it easier to paint the textures on
then morph it back into the head shape.