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
First ... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 ... Last
3D Stylized Head Tutorial

By Athey Nansel-Moravetz
Web: Open Site
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 184046 Views
| 0 Comments
| Comments 0
Date Added: 25th May 2010
Software used:
3ds Max

Okay, so this is what I ended up with. Now we'll combine the two objects and actually weld the verticies together.

Select the face mesh, click on editable poly and find the attach button in the parameters under the modifier stack. Click the button and it'll turn 'on'. Now click on the back of the head and it'll become white. It is not attached to the face and they are one object. Click on the attack button again to turn it off and go into vertex mode.

Switch to perspective view and examine the model. Chances are need to move some verticies around before they're close enough to each other. Do this first and get the verts as close to each other as possible before you start welding. When you have two verticies and choose to weld them, it'll average the distance between them and make that the location of the new single verticie. We want to keep the verts were the face border is, not the location of the sphere's edges

957_tid_046.jpg
Once you've got all of your verts lined up and adjusted to a point where you're happy, select all of the verts and click the weld button

957_tid_047.jpg
Pull the slider up so that the verts that are near each other weld together, but not so high that it starts pulling unwanted verts together.

The sphere that we attached to the head had a different smoothing group than the face did, so you'll probably want to go into polygon mode, select the back of the head and set it to the same smoothing group the rest of the head is. This step can actually wait till later, since we'll have to do it again soon anyways, but I tend to do it as I go since it helps me see the model better.

I went back to the side view and cute in the shape below to prepare for the ear. I also selected an edge, held down Shift, pulled it down to create a new polygon to complete the connection with the jaw. Remember to weld the verticies of any polygons you create this way

957_tid_048.jpg
Now select the polygonal faces at the base of the ear and click the little box next to bevel. This time we want it to go out, and for the new face to be larger, so height and outline ammount both need to be a positive numbers

957_tid_049.jpg

957_tid_050.jpg
Click OK and go back to the left view. Move the selected faces back and scale/rotate them any that you feel is nessecary.





< previous page next page >
 
First ... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 ... Last
Related Tutorials

Tutorial

Gallery Image.



Keywords: ZBrush, Character, Sculpting,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 7885

Tutorial

Gallery Image.



Keywords: MODO, ZBrush, KeyShot, Character, Movie, Project

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 5012

Tutorial

Gallery Image.



Keywords: cartoon, characters, stylized, human, male,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 10 Views 123996

Tutorial

Gallery Image.



Keywords: 3ds Max, Flex modifier, Animation, Object

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 2447
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment