When modeling a humanoid face that you intend to animate, one very important concept to grasp is the concept of Edge Loops.
Even on a face that isn't going to be animated, it is still easier to get a good shape when modeling if you follow the basic idea of edge loops. If the face is going to be animated, proper edge loops will make the face's deformations work naturally with little extra effort.
So what is an edge loop?
Wikipedia defines Edge Loops as "a 3-D modeling concept that allows relatively little geometry to convey relatively large amounts of spatial information in a given mesh object. This determines the “flow” of geometry over a surface, and usually has an influence over the placement of surface detail and direction of the object’s contours."
Basically you place loops of edges around specific areas of the face that deform. The eyes and mouth are the most obvious focal points for edge loops. When you open the mouth for talking, smiling, frowning, etc. having several consecutive loops will help with the deformation of the mouth.
Growing those loops to include the wrinkle from the nostril down to the corner of the mouths will make creating smiles, etc. much easier.
Edge loops are basically designed to follow the flow of the muscles of your face so that the geometry will deform in the same way that the human face does naturally.
Whenever I'm going to model a face, I start with some sort of reference. Either a photo or a drawing - it doesn't matter (photos are MUCH more accurate then most drawings unless the artist is very good. If you're still early in learning, I highly recommend you practice with photos).
I take the reference image and I plan out my edge loops ahead of time - long before I ever even start modeling anything. |