Once
you have subdivided your mesh you will
need to clean it up a little. You might
have created more points than necessary
and we want to keep our points to a
minimum so that it will be easier to
edit further up the road.
To
do this you must first select all the
verticies within your silhouette. Leave
the border edges alone for now they are
still needed to define the shape of your
object. Also slelect the inside verts
of the neck border leaving the outer 2
alone.
Then
press the delete key on your keyboard.
This will clean up any hanging verts
leaving only the ones that exist at
intersections.
Once
your mesh has been cleaned up, again
select all the inside verts (including
the ones on the inside of the neck)
Next
thing we want to do is bring this model
into the third dimension. We do this by
simply going to the front viewport and
pulling the selected points toward the
the outer edge of your drawing.
To
give you more of a sense of form while
modeling, it is a good idea to create
an instance of your object. An instance
is an object that shares the same shape
node but has a different transform node.
Making it an exact duplicate of your
original geometry just at a different
point in space. Therefore, any changes
you make on one side will take place
on the other instantaniously.
To
create your instance, go to edit>duplicate
and open your options dialog box. Check
-1 on the scale X direction, then under
geometry type check instance.
Now
you have the beginnings of your head...
not much to look at now but it soon
will be.
When
modeling, I find it easier to see my
wireframe while I'm working. To view
your wireframe in your viewport go to
shading>shade options>wireframe
on shaded.
To
start shaping your object, start grabbing
verts and begin moving them only in
the X direction. Use your front view
as a guide. For example...go to your
side viewport and grab the point that
defines the corner of your mouth and
then move it in the X direction to where
the corner of the mouth is in the front
viewport. Don't worry if your mesh looks
really rough at this stage, that's the
way it's supposed to be, we're just
roughing out the form of the head at
this point. Think of this process as
if you were carving from stone. First
you start out really rough to get the
form of your object, then you go in
and define the forms a little better...
and then (but no sooner) you go in and
create details.
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Next
look at the point where your eye is in
your side viewport, make sure that it
is directly in the center of your eye
in the front viewport. Then create a diamond
shape with your split polygon tool . This will begin the radial of
your eye socket.
Then
subdivide the diamond one step further
so that you may better define the socket
of the eye. As you split your edged try
and split as close to the center as possible.
To
visualize the eye better, create a nurbs
sphere and place it in world space according
to your front and side viewports. This
doesn't have to be your final eye... just
a place holder so that we can form the
eyelids around it correctly.