Making Heads And Faces

thanx alot guys, i think i’ll check out the maya site. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Are there any good tutorials for maodeling heads and faces with the surface building technique (like the one in the dinosaur tutorial on this site). I have modeled the side view but cannot pull it out into 3d as I am unsure of where the points should go. Can anyone help me?
thanks alot.
p.s. how do you take screenshots and post them here, I’d liek to show you what I mean and what my model is like in 2d.

To do a Print screen press Alt, then Print screen next to F12. Then just paste into any image program like paint, photoshop.
As for organics there the hardest thing to model [img:18jdx64d]http&#58;//www&#46;learning-maya&#46;com/modeling&#46;php[/img:18jdx64d]
<!– m –><a class="postlink" href="http://www.learning-maya.com/modeling.php">http://www.learning-maya.com/modeling.php</a>&lt;!– m –>
has some good tut’s
even though there for maya and the tool’s are nothing alike they can give good idea’s about how to go about thing’s Poly Modelling a Head by the Hobbit Guy Tutorial was very helpful for me.

[BLOCKQUOTE class=’ip-ubbcode-quote’][font size=’-1′]quote:[/font][HR]Originally posted by Phoenix:
Are there any good tutorials for maodeling heads and faces with the surface building technique (like the one in the dinosaur tutorial on this site). I have modeled the side view but cannot pull it out into 3d as I am unsure of where the points should go. Can anyone help me?
thanks alot.
p.s. how do you take screenshots and post them here, I’d liek to show you what I mean and what my model is like in 2d.[HR][/BLOCKQUOTE]

The points you move in order to start your 3d shape prior to using the ‘Mirror’ function are the outermost points on your 2d mesh. Remember to display your control points and click on the mesh surface you wish to alter. Click the constrain x and y buttons and then move your outer points along the Z axis to give your mesh depth. The amount of depth is shown in the very bottom left hand status bar with the third figure representing the Z co-ordinates. This Z figure will change as you move the points and in doing so you can gauge the amount of depth you require.

Sorry I can’t help with surface modelling a head but maybe this will help.I,ve attached a zip file with the scene and three images all using the same head but all looking very different.For the serf I used this basic head,for the wizard I thinned it down a bit and dragged the points on the top of the head to form the hat, for the Grim Reaper I dragged the hat into a cowl and flattened the nose area. So here goes:-
1) Select solid outline under VISIBLE OBJECTS and EDIT USING OBJECT COORDINATES.
2) Starting with cube One move some of the points to make a basic HALF head shape (right hand side) as in cube TWO.
3) By dividing edges and then using CREATE EDGE from the object operations panel work towards cube Three.
4)Continue working round the head till you arrive at something like cube Four.
5) When your happy with the result MIRROR along the x axis and you will end up with cube Five.
6)Working along the center line of the head Weld all the points together.Make a neck, and thats it. Job done!
This is a low polly head but by adding extra faces and smoothing you can make it into a high polly model easily.
Hope this helps in some way, feel free to use the head as you please.

[This message was edited by bazza on Sun February 22 2004 at 04:12 PM.]

I personally would use auto-smoothing (subdivision surfaces).

Richard

Yes, I’ll go along with what Richard says but doing things manually is a good learning experience. Like the help file says the auto-smoothing really is a powerful feature.

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