Hello!
My name is Stefan Stinga and I am from
Romania. Since I discovered the 3d world
and the possibilities that someone has
in the 3d virtual space and I mean the
possibilities of creating virtual life
and building virtual emotions, this
became my passion and I know that it
will remain a passion for a long time.
I learned 3d graphics from tutorials
on the Internet, from forums and discussions
with other people most talented than
me and especially from those many hours
of practicing and practicing the modeling
until I was satisfied with the result.
From my experience, I can tell you that
work and exercise are the ingredients
of making a good model. In this domain
of 3d graphics experience is very, very
important (and when I say experience
I mean the time spent in front of the
computer, moving those vertices and
making the proportions right, sometimes
deleting the old model and rebuilding
it. Do not be afraid to rebuild it,
because the second time it is always
better). But for that, you need to have
a lot of patience. I shall not say that
is easy, but if you really desire to
do it, then in time your work will give
results and those many hours of practicing
will produce something that will satisfy
you. The result you are attempting,
will come for certain.
In this tutorial I shall present you
some ideas which led me in creating
this character, called "L'homme
dans la foret - The man on the wood".
The tutorial will be organized in parts,
each part giving you an idea about the
modelling, the lighting and the texturing
process.
I must say that this is the first tutorial
that I make, and in fact I don't consider
it to be a tutorial, but mostly a "discussion"
between me and you in which I explain
to you the steps that I followed in
creating the character. This is not
the only way to do a character, there
are also many other methods to do it,
(even better than what I did here) but
this is the method I prefer and I am
very glad to share with you the experience
that I have gain in doing this model.
I hope very much that this will help
you.
So, let's start
The
Modeling
As
I said before, this will not be a step-by-step
tutorial; I will assume you are familiar
with 3ds max. The method I used here
is "polygonal modeling", in
which we build the character polygon
by polygon and we create a so-called
mesh. After that, we apply a smooth
modifier. First of all, when modeling
a human head, it is very important to
have human references, photos of real
humans. If you have a digital camera
you may pick someone and photograph
him from face and profile. This will
be your reference. Why it is so important
to have references? Well, because in
this way, you will respect the right
proportions of the human head, and the
proportions are very, very important
to a good model. I didn't had a digital
camera so I took a human model (a male)
from Poser, imported it in max, and
rendered him from face, left, right
and top view. This was my reference.
Of course, you may draw by hand the
sketches of your model. In the picture
below, I put the references that I used
.
As
you can see, the model was not very
good-looking guy (maybe a generic male),
so I made my model using this references,
in fact, I realized with those references
the major aspect of the character and
after that I renounced to the pictures
and I continued modeling from my imagination
and tweaking until I was satisfied with
the result. Those two pictures were
about 512 x 512 pixels in resolution.
After creating the two pictures, I created
in a new scene two planes and the width
and height of the two planes were just
as the width and height of the pictures
(512 x 512). I mapped the two planes
with the pictures. Here is how my perspective
viewport looks in this moment:
You may ask yourself what is the green
line in the viewport. Well, that's a
reference I draw with splines from the
top viewport this is the profile
of the head viewed from the top side.
See below .
This
top-reference I made, helped me a lot
when positioning the polygons of the
head. In this way, the head viewed from
the top side had a correct shape. Ok,
so the references are ready. Let's continue
I began creating the polygons, and I
started with the shape of the eye and
mouth. For now, I followed the shape
of the references, and I didn't make
the model very detailed, I only build
the major form. The details, I will
add them later.
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I must warn you about few things you
must know or study before doing a human
head. First of all, you have to know
very well the human head anatomy, so
search an anatomy book or internet pictures
with the anatomy of the head (in making
this model, I studied a lot of time
the anatomy of the human eye). Also,
the anatomy knowledge is important,
because you have to know the muscular
structure of the human face and how
the muscles "flow". This is
important because of the notion of "edge-loops"
which must respect the flow of the muscles.
Back
to modeling now. I only modeled one
half of the head, the other half will
result when I will apply the symmetry
modifier. I build the polygons to match
the reference on the left side and the
front side and then watch the result
in the perspective viewport. In the
pictures below, here is another stage
of the modeling process I have
finished the front side of the face,
and I have added two spheres for the
eyes, just for making me an impression
of how he looks.
The
nose made me work a lot, but I made
a general shape of it. Later, I will
tweak it and rework the shape, until
I will be satisfied. The techniques
I used in modeling this character were
very simple: I extruded edges, cut polygons
and weld vertices. When I began modeling
the character I didn't worry about making
him very detailed because many
details means many polygons and a lot
of polygons are hard to manage. After
I was satisfied with the general shape
of the head, I added the details.
From this moment, I renounced to those
references from poser and I continued
adjusting the vertices free, from my
imagination. Also, I added details to
the neck and correct the area where
the ear is attaching to the head (I
noticed that this area is posing a lot
of problems too many people who model
human heads, so I was very attentive
with that).
In this stage the character looks pretty
good, but there are still many problems
to correct. But I put the character
away from a couple of days, to free
my mind. One trick that I have learned
is that we need to make some pauses
from time to time, and when we'll get
back we will see more clearly the areas
that have problems and need to be corrected.
Another trick is to render the model
in this stage and to import it in a
2d packet like photoshop and rotate
it, turn it upside down, because making
those actions, the mistakes will reveal
themselves.
Like I said before, I have renounced
to the references from poser, because
they looked to me very artificial, and
not realistic. I searched on the Internet
pictures with real humans and I spend
a lot of time in studying them and observing
the proportions (e.g. the proportions
of the eyes compared to the head, the
proportions of the mouth, etc). In my
opinion, what makes a head to be beautiful
or perfect is this sense of proportions.
You should study the human anatomy or
pictures with human heads and try to
still that secret of the correct proportion
and you will see that the model will
be good-looking. Another thing to do:
you should observe the emotions, and
the facial expressions and their particularities
and then apply them to your model.
Here's another picture of the head and
the ear. The ear was modeled separately
and then added to the head by welding
the vertices. Also, in this stage, the
nose shape was finished.