View Full Version : New Head Modeling Tutorial (low-poly)
05 May 2003, 07:52 PM
This tutorial for modeling a low polygon head using Editable Poly in Max 5. It is a little different from the standard box modeling technique, and instead focuses on Edge extrusion. It is a very fast technique that will let you bang out a head in a half of an hour, once you get the hang of it. Although it is for a low poly model, you could use the results as a control mesh for a high poly Sub-D version.
Hit up my site, and go to tutorials. Have fun.
05 May 2003, 09:06 PM
nice to see a tutorial that does not use the "old" box style.
keep up the good work
best regard --
05 May 2003, 09:15 PM
05 May 2003, 07:40 PM
gr8 tut man thanx for sharing with the community :)
05 May 2003, 04:00 PM
nice tut. been workin like this since max 5's release although i dont always use ref. I'll draw my profile out with a spline then use the extrude along spline to get a rough shape. try it out.
06 June 2003, 01:44 PM
looks realy good for low poly gatta try this lol
thx for posting it :)
06 June 2003, 10:16 AM
but what about an high poly model?!
06 June 2003, 03:00 PM
i have question...
how do i get the polygons to show on the perspective viewport?
like this image
06 June 2003, 03:51 PM
Either right click on the Perspective viewport label ( the text in the corner of the viewport), and choose edged faces, or hit F4 on your keyboard.
06 June 2003, 12:44 PM
sorry for askin dumb questions but im new :annoyed:
and ryno thanks man :)
06 June 2003, 04:01 AM
06 June 2003, 02:53 AM
Hey man, great tutorial, and great approach. Makes a difference from the usual box modelling technique. Will certainly give this a try.
06 June 2003, 02:11 PM
not ot bad ryno
but your tutorial is good
06 June 2003, 02:23 PM
RYNO'STUTORIL 1 (http://www.ghouseproductions.com/tut_head.html) RYNO'S TUTORIAL 2 (http://www.ghouseproductions.com/tut_headb.html)
RYNO'S TUTORIAL 3 (http://www.ghouseproductions.com/tut_headc.html)
06 June 2003, 12:14 PM
i think it is better than that what is your idea?
06 June 2003, 05:16 PM
Very nice. I see that you added Sub-Division Surfaces/MeshSmooth to round things out a little. Yeah, with the tutorial that I did, I aimed it at doing a real-time head for games, so it is pretty low poly. As you figured out, you could use the results of my tutorial, and add a Sub-D solution to round things out a little more.
One thing that you might want to do is to push out the corners of your geometry a little more, so that it doesn't get rounded off too much. Also, if you want to add some extra geometry, an eye socket, and use a modified Sphere for an eye, that would work too. I usually don't have the luxury of doing this, as I work as a game artist, and I can't burn that many polygons on detail that won't be focused on. I might do an extension of the tutorial, demonstrating how I would approach these issues, but you seem to have the general idea.
06 June 2003, 11:33 AM
ok ryno tanx for idea
i hope you update your tutorial !!
06 June 2003, 11:35 AM
my character has eye but i think it is better
06 June 2003, 11:33 AM
i put a lowpoly of that http://www.dark.free-host.com/monster-left.jpg
from left viewport
07 July 2003, 11:59 AM
please update !!!
07 July 2003, 12:18 PM
01 January 2006, 04:00 AM
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