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Getting A Head in Maya (Part 2: Beginning the Head)
By Scott Ryan
Ok, so you’ve got your image planes set up and are ready to go? Then we may begin modeling. Now, one word about the images I’m using. I’m trying to create a character that’s in my head, so I had to draw the face myself and it’s . . . let’s just say it’s exaggerated. The modeling methods I’m using should work just fine for a real head as an imaginary one, so don’t worry about it. Make sure you’re in Polygon mode, since you won’t find most of the tools I’m going to use in Animation or Surfaces, or anything like that. We’ll start at the side view. It’s usually best to work in the orthographic views and use the perspective view to check the results. Go to Mesh: Create Polygon Tool. Starting at the front of the neck, trace up and around the profile of your head. There are two things to remember while doing this. 1: it’s easier to start with a low poly object and add detail later, so don’t worry about getting every nook and cranny. 2: keep the mouth open and make a mouth cavity. A lot of reference images may have a closed mouth, but try to estimate what it would look like if it was open just a little bit. If you want to animate it later, you’ll need it this way. Ok, you’ve got a polygon silhouette of your head. This gives you a starting point for everything else. Select the face (Right click Face, then select it) and extrude it. Switch to the Front View and pull the face to the side of the nose. Delete the two big inside and outside polygons- leaving polys making the outline - the long polygon on the bottom, and the mouth cavity except for the inside of the lips. http://www.qondio.com/img/originals/files-1/1572.jpg http://www.qondio.com/img/originals/files-1/1573.jpg Time to start on the mouth. Select the edges for the inside, top, and front of the bottom lip as well as the inside, bottom and front of the top lip. From the Front View, pull these to the corner of the mouth and scale it down to match the overall dimensions of the mouth. From the Side View, pull it back to match the corner of the mouth. Use Edit Mesh: Append to Poly Tool to connect the top and bottom lips at the side. Now use Edit Mesh: Insert Edge Loop Tool to split these new polygons horizontally. Pull these new edges to the right and shape the geometry into a corner. http://www.qondio.com/img/originals/files-1/1574.jpg You can add vertical edges to the front of the lips now and round it out so it’s no longer just a straight line to the corner of the mouth. Now, select the outer edges (The ones that will be on the face, not inside the mouth) and extrude them. Pull these edges out to form a ring around the open mouth. Remember, the muscles around the mouth are concentric rings and you want to mirror that in your model. Select the vertices of the extruded geometry nearest the head outline and snap them to the appropriate vertex. (Press V and hold it as you move the vertex.) Repeat this until you reach the bottom of the nose. Now select the vertices that you snapped together earlier and Edit Mesh: Merge. http://www.qondio.com/img/originals/files-1/1575.jpg You can extrude once more, but the top of this ring will connect to the nose when we make it later, and will not make a complete circle. Select the edges on the bottom half of your last ring, from the corner down. Extrude them, translate them down to the bottom front of the neck, and scale them down along the Y Axis to flatten them. Insert edge loops along the length of the new polygons and translate them to match up with the outline of the neck. Snap and merge vertices and adjust the geometry from the front and side views to match the shape of the original head. This step varies from head to head, so you’ll just have to play around with it until you like the way it looks. Check the perspective view constantly. http://www.qondio.com/img/originals/files-1/1576.jpg I’m running out of steam now, so come back next week for Part 3: Eye Can See You.
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PLEASE VISIT THE CONTRIBUTOR'S WEBSITE
My 3D Work
My 3D work portfolio page.
www.will-lapuerta.com/3d/index.html
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