My
name is Aidan Gibbons, an Irish 1st
year Digital Animation student at
University of Hertfordshire, England.
The following tutorial is an account
of how I created a goblin-like creature
(criven) for a course project. The
head was modelled in Max but this
tutorial applies to almost all 3D
applications.
It
is in no way the 'correct' way of
doing it, just my own method. You
should end up with something similar
to what i have, which is a very high
poly head model. In fact, it is so
high poly that you will not even have
to use Meshsmooth Iterations! The
wireframe picture shown here has no
Meshsmooth. I have realised that i
have made far to many cuts on the
side of the head, so please ignore
this. My orginal thoughts were to
model the ear from the head, but in
the end i modelled the ear separately.
I will assume you have a good (intermediate
+) knowledge of Poly tools in 3Ds
Max for this tutorial.
I'm
sure it's pretty obvious that Gollum
was a huge inspiration for my model.
However, I didn't want to just copy
him. I used these two pictures (scanned
images from the Gollum figure merchandise
booklet) to get the general shape
of his head. After that, I just went
a bit wild. Click here
to download the reference setup for
the head planes. Use this file as
a starting point.
Tip:
Always save your files every 5-10minutes!
I am creating this tutorial by going
back to the start of my files. I
have 42 saved files for this project.
I will not tell you to save your
files during this tutorial!
Note:
Most of the following shots
will not have the reference planes
due to the fact that it is easier
to see the model without them.
Ok,
click here
and open 'Reference.max'. There's
a cube with the necessary planes and
reference. The cube is 4x3x2. First
thing to do is convert to editable
poly.
Select
the back polygons of the cube. Delete
these. We will be soon creating a
symmetry modifier to model the other
side of the head (below).
Ok,
now move the cube points around
in all viewports to get a very
rough outline of the head. The
cuts here allow for lips and a
lower eyeline. From here on, we
will simply be cutting the head
to define more form.
I
decided to start defining the eye
and areas radiating from the eye.
The blue lines indicate where I have
cut.
To
begin to make the eye more round,
cut to the right of the left corner
of his eye at radiate upwards. I started
to cut more around the back of his
head so i could make his head more
round.
There
are no new cuts here. I just altered
the shape of his head to fit into
the reference images again. I also
pulled out two verteces which later
will be the starting point for his
nose.
Make
some more cuts around the eyes and
radiate aout around the head. I also
made a cut around the back of the
head to define a more sperical shape.
It
is around this time that i like to
take a look at the head with two sides.It's
time set up the head for the Symmetry
modifier. Select the higlighted vertices
shown below and scale the X axis.
This will make sure the points will
weld together evenly without seams.
Use the settings I have used to the
right to create the other side of
his head:
Now
i simply looked at the reference
planes and reshaped his head, mostly
giving him a bigger jaw line. It's
quite difficult to get the jaw to
look correctworking with only two
reference planes.
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Here
I aligned the head up with the ref
planes again, paying particular
attention to his jawline, eye sockets
and mouth areas.