
One of the most common question for beginners in 3d is how to model a head.
Wich technique is the best? Polygons, Nubs, Subdivision surfaces?
All techniques has it owns advantages but the one that has most unanswered
questions is Patch-modeling. Everyone has heard of it but few really knows
the workflow. There is not so many tutorials in this topic, so I will try to explain
how I build my faces. There is no straight simple way to make it work,
but when you have made a few faces you can come up with your
own workflow. This example is to get you started.
1. It is easier to have a backround image to model from,
so start by drawing a face in two views, front and side.
Load them as imageplanes in the front and side view.
Selct the cv-curve tool and draw the profile with a cv-curve.
2. Make a nurbs cirkel and shape it in to the form of the eye.
Keep the spans as low as you can, to make it easier to
edit the cirkel to the shape you want. We are going to
insert more details later on.

3. Duplicate the cirkel and move cv:s to make curves
that you can use for a loft. When you have
3 curves you can start lofting to see the result
for easier editing.

4. Create a sphere for the eyeglobe and put a lattice
around the curves (one by time, or all at once).
Pull the latticepoints to make the curves follow
the eyeball and the curvature of the head

5. Loft the curves with constructionhistory on and adjust
the curves afterwards to form the shape of an eye.

6. Continue with the same techniqe to make the mouth.
Start with a cirkel and pull cv:s. Duplicate and
make changes. Make the inside of the mouth
from the start so that the lipform doesn�t
change later on. Make the shape of the last
curve to fit the bottom of the nose.

7. Make the mouth with as few isoparms you can
(we are going to insert more detail later on).

Author: sdb1987
Submitted: 2005-09-06 11:24:52 UTC
Tags:
Software: Maya
Views: 68,707
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