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ssjgogetta
08-30-2004, 03:16 AM
K, I'm a noob at 3ds max, so i was wondering, whats the best method for modeling a head from reference images? I have tried a few time with splines, but I always messed it up by accidently making triangles instead of quads and then it being too complex to fix. Also, I always get little messed up ridges and things that stand out wrong when I use splines. So whats the best way to model a high detail head?

47Gut
08-30-2004, 05:53 PM
I would use editable poly + symetry modifier, or a mirror. Start with a box, add a little spherify if you want, then use the symetry mod to keep the other half of the head on the same. after you get it started then you can use planes with images to try and get the shape right.

There are lots of ways to do this, i use this one.

konst
08-30-2004, 08:50 PM
I also start from a box...but I use wings 3d. I can work faster with it and it is free :thumbsup:

look at this link...I found it very usefull when I was about to model my first head and I still look at it sometimes.
http://www.secondreality.ch/tutorials/modelling/head.html

FabioMSilva
08-30-2004, 10:46 PM
I havent tried to model a head from 0 in editable poly yet, but in editable mesh i would draw a line in the front viewport sorta of with the shape of the head in the frontal plane, and then i would use Lathe modifier. Then i would convert it to edit-mesh(GOD NO! EDITable poly editable poly!) and then start the actual modeling.

DP
09-01-2004, 10:51 AM
The two methods that works best for me, is the poly by poly method, where you start with one poly and then drag a copy or whatever, make sure their stiched together and then expand until you have your head. The reason why i like this methos is because you only have so many poly's to keep track of, and that makes it easier for you to control the look of your model and make sure it looks right.. If you don't use reference for more than just a guide, box modeling is also a preferable method. just start with one box, convert to e-poly and like mentioned before use the symmetry modifier to the other half of the head.
Bottom line is, there is not only one good way for modeling a head. There is the way/method/technique that appeals most to you, and thats the right one, i found out that by combining two or more used techniques i found the one that was right for me, it still needs alot of work but i'm definitely getting there... just keep reading tuts and most importantly keep experimenting yourself by modeling something for yourself.
Maybe you should start by only modeling a part of the face until you feel you got that right, and then move on to another part, that way you get results faster, instead on doing a complete head that's not right anyway...
Hope it's useful
Cheers

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