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Criven Tutorial

By Aidan Gibbons
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Date Added: 9th December 2009
Software used:
3ds Max

This is quite a large step from the last one, but all i did was cut and move verteces. I've outlined the major cuts.

882_tid_13.jpg
(Above) Looking back, the lips shown here are far too defined for this stage of the model. It's easy to get carried away. You really only need half the amount of cuts i've shown here.

882_tid_14.jpg
Keep cutting around the polygons for more definition. Here, i concentrated on defining bags under his eyes and his cheekbone.

I added several more cuts around his eyes so that they appear more rounded. I also put in two spheres for eyes and used them to model the contour of the eyelids.

I was really not happy with the way the nose is turning out so i delete it..modelling is all about trial and error. Just keep on cutting around the other existing cuts so you can define the shape better. Think of it as adding more segments to a sphere to get it smoother.

'Poly Flow' is a term i've just created, and refers to the non-linear (smooth) flow of polygons. You can see from this image that the polygons flow from the eye in a circular fashion, right out around the head. Always make sure your polygons flow together nicely.
 
As you can see, there are far too many cuts on the side of my head. This was meant for preparation of and ear socket. Please ignore, we all make mistakes!

882_tid_15.jpg
I also deleted the areas above the upper lip, and the entire nose. The reason for this was that the polygons from the cheek were not flowing properly. I starting with a small box and extruding polygons for the nose.

882_tid_16.jpg
The head is starting to come along nicely now. The nose is now completed and i have modelled some wrinkles and creases. To model the crease on his forehead, simply cut around a row of verteces. Then, select the verteces that you have enclosed, and pull them out a bit using the move tool. I have also put some eyes in so i could model the eyelids and bags under his eyes.

Now we will go on to ear modelling.

Now for the ear. Start with a box, 1x1x1. Extrude around until you get something that looks similar to this

882_tid_17.jpg

882_tid_18_1.jpg
882_tid_18_2.jpg
I did not really use the reference images for the remaining part of the ear. I wanted to go a bit wild here. First, continue with the outline of the ear. Then, slowly build inwards. Be conscious of ear creases and bumps. I put as many ear creases in as possible to get a realistic look.

You can see here that i already put in a little mound insed the ear. This, when smoothed, will look really great.

882_tid_18_3.jpg
Here is the ear with more bumps and definition..
882_tid_18_4.jpg
Both ends of the ear joined. Now all i have to do is fill the gap.

882_tid_18_5.jpg
..like so.
882_tid_18_6.jpg
And smooth it to see final result.

--End of ear tut--
- Move on to page 3 -





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