Next,
we'll go in and define the shape of the
lips a little better by adding another
radial inside the existing one. This will
give us the information needed to define
the roundness of the lips.
Next,
add some information to the lower lip,
going in the opposite direction, all the
while splitting the edges evenly.
Push
and pull the points you just created to
give more roundness to the lip. Our guy
is really starting to shape up. With very
little effort we've begun to define the
shape of his head quite nicely. The main
thing to keep in mind (and I can't stress
it enough) is to work rough and loose.
Try not to get caught up in adding too
much detail... that will come in time.
It makes it a lot easier to define your
shapes when you only have to move a few
points as opposed to moving a bunch of
them.
In
the next few steps we will clean up
our mesh by making our edgeloops a little
more defined and add detail where we
need it.
First
off, I'd like to talk about edgeloops
and what makes a good clean mesh. Our
ultimate goal is to make a single mesh
that consists mainly of quads (4 sided
polys) that flow with the natural curvature
of the face. Ideally, you should be
able to pick any face on your mesh and
follow it around a path that conforms
to the flow of the face. This is called
an edge loop. If you follow your path
and it suddenly stops due to either
a three or five sided poly, you're loop
has been broken and you should clean
that area up. Here is a picture indicating
the loops of the head I'm modeling.
The radials are in red and the opposite
direction in blue.
If
you create your edgeloops correctly,
adding detail and deforming your mesh
for facial poses will be a breeze. Try
and remove any three or five sided polys
as you work. It's better to get rid
of them at this stage then to wait too
long and try and get rid of them when
you have a lot of detail.
Next,
I'm going to start adding in some more
detail and clean up my mesh along the
way. I'll add in a ring around the eye
to help define the eye socket and cheekbone,
then I'll add an edge from the center
of the eye to the tip of the nose. This
will help define both the tearduct and
the roundness of the nose. And finally
I add in an edge to break up a five
sided poly near the mouth and clean
up my mesh a little.
Next,
I'll add in another loop to the eye
to define the crease where the eye meets
the brow. Then I'll throw in a couple
loops to help define the roundness of
the upperlip and the shape of the chin.
As I add these loops, I might need to
get rid of existing edges to create
a continous loop with no three or five
sided polys. Use the delete edge tool
( go to edit polygons>delete edge)
to remove unwanted edges, then redraw
your edges in the corect manner using
the split polygon tool.
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Then
I'll split up the eye a little to better
define the roundness of the lid, plus
I can use the rest of the edge to help
define the brow and cheekbone.