'Project Overview'

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"LowPoly Character Modelling" by Ben Mathis


For the head, start with a box

Now I am going to disobey everything I taught you about box modeling.
For the head, start with a box. There are several reasons for this. One is that the head does have planes. Many people think of the head as round, but it has definate planes that it is broken into. the box helps define these planes. It also fits into the process of dealing with the head in quadrants. There is a special box to use though. Not just any box can be versatile enough to use for a human head, no no! This box must have one lenght and width division, and two height divisions. The reasoning for this will become evident, but trust me, it works.

Now like a bad boy, I went along way without saving between the last step and this one. Normally I save a new file about every 5 minutes, but I went kind of long inbetween on this one. I am doing all these screen grabs after the fact, so I can only capture from the files I saved at. I hope you can see what I did though.

The top division line becomes the top fo the brow, and the back of the head. The lower one becomes the tip of the nose, and the lower edge of the skull. the lower block should be deleted from your box so that it now as 2 quadrants in the back, and 3 in the front, when viewed from the side. In the mouth, I started defining the lips and then the nose in sections. I dont do an all over approach, but more a fine detail on one section, then move on, and so on.

 

Below, I started to draw in the lines of the cheek. I know that the detail is a little high here, but I like to be able to take away versus having to go back and add in detail on an area I already finalized. I did this all over the model, as an exercise on realism, as well as anatomy.

More detail in the cheeks.

Move on to the next step...

Modelling the Head: Page 1 Page 2

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