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Human
head model
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There
are lot's of tutorials on the web about
modeling a human head, so I won't go over
the merits and differences of methods
again. There are a few things worse of
mentioning - you will get a more successful
results if you will try to model an original
face with interesting features - curved
nose, scars or strong ethnic elements
could make your rendering interesting
and believable. The best thing to do,
is to look into photographic book, National
Geographic magazines or other things like
that for inspiration. You can scan a picture
and use it as your template for modeling.
I use polymodeling for my human face,
it gives more control, and less trouble
while rendering. |
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First
steps
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When
you have your template image ready, go
to Maya's front view, and in the camera
attribute editor create an image plane,
assign your template image to this plane.
With create polygon tool make a new polygon,
which would outline the head silhouette.
Use as little points as possible, and
try to put them in places which would
be usefull as the starting point for internal
polygon edges.
Now it's time to split the first polygon
vertically in the center, and then horizontally
at the level of the eyebrows, eyes, and
the lips. Delete the right or left side
of the head (afterwards you will mirror
it back, for now it's easier to work on
one half) and split the remaining polygons
a few times connecting them to the outer
vertices. |
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Try
to stay with a as low vertice count as
possible, you will have to pull them in
3d space to get the volume of the shape.
Easiest to do this is by putting another
template image (at least a simple pencil
sketch of the profile) into your side
view, and pull the vertices into the right
position. Keep your model smooth shaded,
and make all your edges soft to have a
better feedback of what you are doing.
It isn't as difficult as it sounds, the
basic shape will appear very quickly,
you might want to add some more edges
here and there to get it right, but still
try to keep it as simple as possible for
the next step. |
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When
you are happy with the basic shape of
the head, it's time to apply a fantastic
mel-script created by Dirk Bialluch "Connect Poly Shape". It mirrors your low
poly head and creates another subdivided
version of the head, which makes work
so much easier. You tweak a few polys
and vertices of low poly half, and see
the result on both sides of the smooth
version. You will get a very decent result
in no time.
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Add
detail like eyes and ears, wrinkles (the
more the beter) dimples etc. Remember,
some of the facial detail you can get
with bump map, but the main details are
better to model, rendering results will
be much better. Another issue - a human
face is never symetric, but the result
of using the half head technique is that
you've got yourself a perfectly symetrical
model. So when the basic modeling is done,
disconnect smoothed shape, and work on
both sides separately. The more differences
there will be between the sides - the
more realistic the final render will appear. |
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