Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3

After a session of cleaning and detailing geometry we have most of what we want. This is when you should go back to your references to see how your model corresponds to them. Whilst comparing the two images we can see the likeness between them. It often happens that when working in perspective with several references we lose a bit of accuracy. This is not usually a problem when doing the ears as they do not require exact resemblance to the reference. But for the purpose of this tutorial let's try to achieve the closest possible resemblance to the reference (Fig.08).


Reducing the opacity of the material means that we can see the wireframe and the reference at the same time. You could also activate "See-through". As we can see there are three main areas that are wrong. There are several different ways you can move large areas. I usually use Soft Selection or Freeform tools and would recommend using Freeform Paint tools in particular. They are basic sculpting tools and although they may be a bit tricky to use if you don't have a tablet, they can be controlled fairly easily. With the Push/Pull tool I've added more roundness (Fig.09).


We are not far from the final result. At this point I still haven't used any special tools; I've just concentrated on working with the tools described above (Freeform and Soft Selection).

I'm pretty happy with the shape so it's time to add the final details. You may add a few small holes or slopes as they are in the reference by using Extrude Vertex, or adding some irregularities with more edge loops which will create a more natural feeling.

You can see that I haven't lost the edge flow from the splines. That's why I model with splines; you can keep a good edge flow from the beginning and you won't waste time trying to do it later. I hope you enjoyed reading this short tutorial as much I enjoyed creating it (Fig.10).


< previous page
1 | 2 | 3
Related Tutorials


Gallery Image.

Keywords: modeling, human, anatomy, eyes,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 4368


Gallery Image.

Keywords: character, human, man,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 74606


Gallery Image.

Keywords: sculpting, face, anatomy, zbrush,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 16189


Gallery Image.

Keywords: Corona, Renderer, Car, Paint, Video, 3ds Max

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 1 Views 9131
Readers Comments (Newest on Top)
(ID: 190194, pid: 0) Allam on Mon, 01 April 2013 7:46pm
nice work and hope that i can learn it
(ID: 188984, pid: 0) Rob on Mon, 25 March 2013 8:56pm
That's a fairly clever approach. I never thought about doing ears that way. I learned using the poly-by-poly approach and that seemed to be far more tedious. This looks like a major time saver. Very nice.
Add Your Comment