The second part of this tutorial is devoted to modeling the head and to the ear. A new way of modelling in low polygon is approached.
Use the templates and regulate the size of displayable textures on 512 pixels in Preferences/Viewport/Configure Drivers.
See Gauge.
The images (head and ear), Zip 50Ko.
Before launching out, a small sketch of the mesh we are aiming for will be made
This allows to plan with the muscular structure of the face in mind and guarantee of good possibility of facial animations thereafter.
Here you begin not with a box but a simple rectangular face.
In the Create panel choise Shape, with Rectangle for face, build a rectangle and convert into mesh by applying a Mesh edit.
To crush the pile (collapse stack) to have only Editable Mesh left
Adjust the polygon like the images.
Select the one outer edge and holding down the shift key use Move to move the edge away.
Max extrudes the edge and creates a new rectangle (quadrangle or quad).
Repeat the operation by adjusting the vertexes each time and make the complete eye shape as shown.
With Weld Target, weld the two vertexes to join the band of quads together.
Front view and profile after adjustment of the vertexes
Start with the top of the mouth now.
Select a face around the eye and all while holding shift key move the face.
Dialogue box appears and select Clone to Element.
The news face is then part of the same object.
An element in an max object is a group of faces not connected physically to the remainder of the object.
As with the eye, extrude to it surround the mouth shape and adjust as shown in these pictures of the two dimensions.
Circumference of the extruded mouth.
Extrude both edges like opposite.
Extrude like above and using Weld Target weld these edges to the lower eyelid.
Extrude the 3 edges like above.
Make Cuts as on the image top left.
Select two by two the vertexes as above right image then weld each pair into one vertex.
The mesh should be as oppisite after Collapse
Adjust the vertexes like above.