'3D Studio MAX'

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"Low Poly Character"by Matt Marshall


Once the vertices are done you can join them up with the Polygon create tool. Make sure you follow the countours of the ear



As there is no real reference for what the ears depth axis is like you will have to improvise. Once again use your own ear as reference alongside looking at the contours of the reference material.

Firstly though, move the ear vertices in line with the side of the head. Then move the vertices along the third axis to replicate the depth of your ear. Your ears will probably come out the side of your head (at least to some point) like mine, so take that into consideration when moving your vertices.

I have also moved the inner ear vertices back up underneath the outer rim vertices.

And finally, I selected the edges of the outer rim (except for the part that joins the head) and shift / moved them to get the back depth.



OK, the main difficult areas are done. All you need to do now is flesh out the rest of the head. Initially I will be making it as if I had no hair, but after that I will add what I need to have it. I shall leave it to you for the most part to complete this, although I'll screenshot the progress as I go along.

This shot, for example, completes the area around the ear by shift / moving edges and creating polygons. The top of the head is the forehead flipped, cutting a lot of poly creation out. Once mirrored you can tweak as you need to, but with a good base already laid out.

To mirror selected polys, select the polys you want to mirror and use detach from the modifier panel and select clone. Deselect your current object and Mirror the new poly object, adjust their position and then attach the two models. Weld the vertices accordingly. From here it's pretty easy to finish off the head.




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And here is the end result, the very basics of the head. From this point you can now start tweaking if need be. There are a few things to note at this point though.

a) The polycount is quite high for a head. At 456 faces for HALF the head, that's more than a 3rd of the allotted polys for the whole character...just for the head. So we are going to have to cut this down considerably. To do so it is simply a case of using weld target under the vertex tool in order to join the polys that aren't needed.



Here is the final head after some tweaking of polys. At 356 polygons it is certainly better than it was, but possibly not as good as it could be. Seeing as I would like to keep the head a tech arm as the most detailed areas however, I will keep the head as it is for now.

Now, with the head done for the moment lets move on to the Body! :)




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