This
is how all this began. I just draw that
head of the creature I later called SadMike
(on the left). It would be nice to model
it in Max, so I draw a side look (at the
right) to help mi with the modeling process.
It would be lot more easier to model if
I had a front and top look of the head.
click here
to see just a side look of the head
To
model SadMike I use 3DStudioMax3.0.
I
start with importing a reference image
to right view port as background image.
Above background draw a box so it's
not wider or higher than head. Box has
5x5 segments and 2 or 3 side segments.
This box will be one half of the head.
problem:
I did not have top or front look of
the head so I did not know the third
dimension of the head. So I draw that
bow third dimension by feeling.
Like
I said box is just one half of the head.
This is good because we are going to mirror
this box as instance, and work only
on one half of the head (box). And every
time a change is made on one half it can
be seen on the other too. So the whole
process is cut to half. I just call this
object a box, because it's made from box,
but just after I am satisfied with the
dimension of the box I convert it in Editable
Mesh.
Note:
Head is not perfectly symmetrical, so
after modeling of one half is done connect
two half in one object and make some
modification so the head is not symmetrical
in every part.
Above
left image is showing selected faces of
the box (Editable Mesh) on the side where
the mirror box is going to be. Delete
those faces. See that the mesh can be
seen from just one side. Faces you are
seeing from the inside can not be seen.
Now
just jump to the right view. I start by
moving vertexes of the box so the object
fits the head edges.
Note:
leave Ignore backfacing uncheck, so
when you select vertex by rounding it
you select all the vertexes below.
A
step before, vertexes were moved so you
can see something that is going to be
a head. As I said earlier mirror the box
as instance. When done now you can see
how this model reminds of the head.
How
you have two half's representing the
head, and from now on just work on one
half, and I chouse the right one ( original
).
Most
of the modeling was done in Perspective
view port.
After
some move here move there time this
is how the model looks like. You can
see some big difference from the image
above. Most of work on this faze was
moving those vertexes on the sharp edges
of the box to make some smooth
surfaces.
The
whole thing about this box modeling
is to work with much less vertexes as
you can and afterwards you apply a meshsmooth
modifier and get a nice smooth rounded
model.
The
first thing after the basic form of the
head was done was to cut eyeholes. Select
the face as sub-object and use cut tool
to make some new edges on place where
the eyeholes are going to be. Than select
the faces inside the new edges area and
delete them. Now there are some holes.
Do
not wait to finish the model and than
to apply the meshsmooth modifier.
Apply it in process of making to see
where are you going. And do not remove
this modifier just go to Editable
Mesh and turn off
show
end result button. Now you can work
with Editable Mesh and see and result
just by clicking one button. It can
be very useful.
Now
when I have holes it's time to make some
rounded surfaces below and above the eyeholes,
something like big circles under and above
the eye.
Using
move, scale or combination of those two
with Shift on edges around the hole I
made an eyehole that looks like on human
scull. The main process is to select an
edge and to clone it moving it to the
inside of the head. I never intended to
model an eyes so the eyeholes will be
deep ,dark and mysterious.
Here
you can see finished eyehole. At the end
edges are just one vertex.
Just
another look at smooth model
The
next step is to model a nose. This was
very easy done, just by inserting a few
more faces, so I am going to skip it and
go on to mouth modeling.
Mouth
are literally just a bottom lip. The
modeling was the same as the eyehole.
One cut at the place where the mouth
are going to be. Deleting faces to make
a hole and work on bottom lip edge.
Moving
vertexes, edges, adjusting to make a desired
look and at the end another look at smooth
model to see the result.
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Step four would be making the neck.
Everything was the same as eyehole and
mouth modeling. In next couple of images
you can see neck progress.
This
look like an near end of modeling. Just
some small adjustments here and there..
When done make every half unique, attach
one to another and connect vertexes of
two half's that lay one on another ( vertexes
in yz , x=0).
Now
this is the model of SadMike. Below
you can see four images from different
angles. Click on images to see larger
image.
This tutorial shows just modeling.
I would post a texturing and animation
as soon as done.
Since
the above was written the 2nd texturing
part is now here. Click
to View!