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3D Stylized Head Tutorial

By Athey Nansel-Moravetz
Web: Open Site
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Date Added: 25th May 2010
Software used:
3ds Max

957_tid_033.jpg
I selected several edges along the face and nose. The plan is to add edges that follow this path. The reason I selected all of the edges leading up to the eye instead of just selecting the nose ones I actually want to add stuff to is to avoide dead-end edges. The image below demonstrates an edge that end in the middle of another edge. Leaving an edge end like this creates messy geometry and deforms very poorly when animated

I had to cut in a lot of new edges in order to get enough verticies to work with and get the detail I wanted.

Key things to remember to take into account:
Make sure the bridge of the nose doesn't get pointy! Add another row of edges along the center of the nose so that you can keep a smooth curve along the entire center of the nose. Don't let the nose get to skinny either. Remember to go back to the front and side views and compare your model's progress to the reference images.

The outer part of the nostril extrudes from the side of the nose. You need to make a couple of rings on the side of the nose so that you can pull these verticies out and maintain the correct shape

957_tid_034.jpg
So after a lot of adjusting and cleaning, this is what I ended up with. I'm showing you my progress from multiple perspectives so you can get a better idea of how I shaped the various masses. If you're aiming for a slightly more simplified/stylized version of a nose, feel free to limit the amount of detail you put into your model

957_tid_035.jpg
957_tid_036.jpg
So this is my current status. The only remaining blemish is the eyes. Even though the eyes on the original doll, look large... they don't look this large. This looks more like an alien than the face I'm aiming for, so I know there is going to be some adjusting to do

First thing I did was cleanup the loops around the eye. The part selected in red in the image below is the actual eye socket area. In a moment we'll be pulling this back into the head to make room for the eye. Around the eye socket are two primary loops. One will be responsible for pulling out the eye lid, the other for pulling back. Compare the red line (the outer curve of the lid) with it's counterpart in the profile view. Now see how the blue line pulls back and creates the thickness of the lids

957_tid_037.jpg
957_tid_038.jpg Next thing we need to do is to create the eye socket. Select the inner eye area like I have above and find the button called "Bevel"

and click on the little box next to it. This should open a window and a preview of the effects it'll do to your model sill show up on the mode lfor the bevel settings, make the height a negative number (pull the slider's and watch it's effects on the model for best results) so that it's pulling back inside the head, and make the ouline amount a positive number so that it's increasing the size

957_tid_039.jpg


957_tid_040.jpg
Click the APPLY button, NOT OK. This will apply the current bevel and start another bevel from it. For this one, make the height an even larger negative number to pull it back into the head even more, and make the outline amount a negative number, to shrink the size of the face. Click okay and move, scale, and rotate the faces until you feel that the cavity is a decent shape. Then go into vertex edit mode and try to round it out some. Cut in some new edges and connect some verticies to help you get the shape better.

Next we're going to make the eyeballs. It's important to make the eyeballs before we go any further, since from here out, we'll be shaping the eyelids to fit around the balls more smoothly





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