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Making a Face

By Kazuya Mochu
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Date Added: 9th December 2009
Software used:
3ds Max

Choosing point of view


In order to progress with your model, you will need to choose a good viewpoint, to make sure it looks good. Usually perspective views from below, or from top are good. Here are some of the ones I like the most

780_tid_image13.jpg
There is no such thing a general point of view for modeling. It depends on the model. In a face, i'd suggest this three, as they seem to have worked for me.

Apply the symmetry modifier (Max 5) and just go down in the modifier stack to editable mesh, and then click the preview result button. if you'r not using Max 5, just make a mirrored instance of your model.

780_tid_image14.jpg
Symmetry is fundamental to work out proportions. But when done, you should "unsymmetrical" the model, it will look more realistic.

Smoothing groups

Now it's a matter of just keep moving the vertexes into their correct Y position. You know that you don't have to move them in any other plane, because you already did so, when you were doing the spline mesh.

780_tid_image15.jpg
Smoothing groups are your friends. Dedicate it some time. Don't just apply the same smoothing group to the hole thing, try it out, blend some together, have some fun!



Mesh smoothing it

If you want, you can mesh smooth your model. Just go into relax, and "de-relax" your model. Make it a bit rough. And then, just apply mesh smooth to it! Tune it up and you have your self a fine high detailed mesh. As you would imagine, this is as far as I go in this subject. I'm not going to deep in this, since it's not the main focus of this tutorial.

780_tid_image16.jpg
Meshsmoothing is optional. If you do so, play around with the separations and with the low polygon model for extra detail and shape. Don't just press the button.


 
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