'3D Studio MAX'

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"3D Stylized Head Tutorial" by Athey Nansel-Moravetz


In the front view, deselect the vertex on the center tip of the nose, and two of the center forehead vertexes. In the side view pull everything else back a bit. Deselect some of the other center verticies as you see fit and pull back some more. Continue this till you have a profile of the center of the face completed. (don't look in the perspective view, it'll just screw with you. We'll mess with that a little further down.)



Now that we've got the easy one done (the center profile), pull the mass of verts back forward and start working your way out from the center. Gradually, pulling further back. It'll probably help if you pull some key parts back early. For example, grab the outer border of the face and pull it back so it gives you something to work towards with the middle.



Now that we've got the easy one done (the center profile), pull the mass of verts back forward and start working your way out from the center. Gradually, pulling further back. It'll probably help if you pull some key parts back early. For example, grab the outer border of the face and pull it back so it gives you something to work towards with the middle.


At this point it's actually starting to look like a face. Just a little further to go. Keep pulling all of those flat verts forwards and back until the entire face has been laid out in the front and side views.


So this is what we've got right now! We can finally start working in perspective view and cleaning up things. The weakest parts are the mouth, nose and eyes. They need more detail than the front and side editing could give us




Beginners_Guide_to_ZBrush

Lets start with the mouth. In the perspective view, loop up on the face from the bottom and check for any pointy areas. Smooth out the lips and chin (and nose while your at it) so that nothing is coming to a really sharp point in the middle. Smooth the lips out so that they're pretty gradual, and get the indent in the center in there.

If you want some more definition in the lips, us the cut tool and add in some more edges to get a softer curve in the lips. If you're aiming for a lower-poly count, this is probably enough. (I'm going to add in some more definition). As you work, remember to switch back to the front and side views to double check your work and make sure you're not getting too far away from the reference images



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