
This is where I’m stuck.
I don’t know where to go from here.
First thing I would do is to make sure your reference images matche properly. Also make sure your reference in the back view is centered along the zero axis there. It makes it easier to mirror later.
Make sure the top of the heads match up as well as the eyeline, noseline mouthline etc etc.
Go back and in this thread and look at my spline cage for Thea.
You have the side profile. Add in the profile from the front, from the top of the head down to where the jaws hinge.
Then add one from the hinge of the jaws down and around to the tip of the chin to get the jawline.
Thanks Larry for being captain obvious…
haha
sorry, but yeah, I know, my friend made these drawings for me, and the problem is that he doesn’t know about keeping the same size etc. etc.
but yeah.
I’ll try to do what I can.
I’m having a lot of problems. And if I don’t have someone over my shoulder of what exactly to do I get upset and drop it.
I would use the side view as the modeling reference and the front view as a general reference. Having two views that arent matched will confuse you. 
Hey Andrew,
I spent a few minutes and quickly did this based on the side view. The rest of the proportions I did based on making it look right. If the model wont look right based on the model sheets its better to err on the side of making it look correct based on more normal proportions. Heres what the cage looks like. I saved the spline cage in a series of steps so you can more or less se what i did in steps. You can download the spline cage HERE

That’s not cool man.
That’s not cool at all.
I want to learn this on my own, but thank you none the less.
Originally posted by AndrewE
[B]That’s not cool man.That’s not cool at all.
I want to learn this on my own, but thank you none the less. [/B]
Youll eventually get it. Dont get frustrated because it will come to you. Even with the cage I posted up theres still a lot I didnt do to it. So theres more then enough to figure out as you go. 
larry …anymore RULES for spline modeling.
I starting to model an airplane and I think I wanna start with Splines. I like the T error info. I’ll watch out for it.
Do you use the AutoPatcher or MK version?
Originally posted by Julez4001
[B]larry …anymore RULES for spline modeling.
I starting to model an airplane and I think I wanna start with Splines. I like the T error info. I’ll watch out for it.Do you use the AutoPatcher or MK version? [/B]
No sir! I don nee no steenkin autopatcher! 
I dont like autopatcher. I find the amount of splines that Im forced to use to make it autopatch too constraining.
I like to manually patch because i can use a LOT less splines and I have better control on a patch by patch basis.
By the time I have the splines set up to autopatch I could have done the same thing with SubDs.
Lightwaves strength lies in its poly tools. I use splines as a layout tool for polys. If you think of them that way its much easier to deal with them. Once I get them patched I can use the large array of poly tools to finish off the model.
Also if you manually patch there are only a few basic rules you have to remember with splines:
If you want to use autompatcher it can become quite a bit more complicated and time consuming.
That spline cage I just posted…to make it autopatch would take a lot more work. As it stands now I can quickly patch it manually with the few splines it has now.
I also like to create templates out of polygons and use booleans to cut out shapes that I can convert into splines. That way my splines will conform to certain surface shapes.
Originally posted by petterms
[B]My first spline head (and semi-proper head ever), just 1.5 evening of work:Thanks for the useful info you have provided SplineGod [/B]
Youre welcome!
Hey thats great! You used a slightly different flow but excellent results! 
Originally posted by wordwarepub
[B]Two words…Larry Rocks!!!
Larry IS the spline God!!! [/B]
Hey wait, Thats 7 words! 
Thanks Wes. Youll get to the splines stuff after you work thru the Intro Course. 
Thanks Larry. REally appreciate it.
I will try just manually patching,
Would you use splines for autos or planes and such?
On the picture you edit from the poster?
How would you do the back of the heads and wouldn’t splining
the lips be diffucult.
Originally posted by Julez4001
[B]Thanks Larry. REally appreciate it.
I will try just manually patching,Would you use splines for autos or planes and such?
On the picture you edit from the poster?
How would you do the back of the heads and wouldn’t splining
the lips be diffucult. [/B]
Hey Julez, no problem 
I would definately use splines for cars and such. One thing I find interesting is that a lot of people try and model cars as a single object. I prefer to layout the splines as if the car was a single object but then break them up into “panels” the way a car is built ie separate fenders, doors etc etc. That way I dont have to worry as much about making everything fit together perfectly. Also, its easy to buy model kits and scan the blueprints or actually cut up the models, scan the sections and use them as templates to build rib like splines to patch from. Theres all kinds of tricks. The only time I may actually model in significant details with splines would be on cars, aircraft or something similar and not turn on SuBDs. Again, this depends. For heads and such I prefer to use splines more as a general layout tool.
On heads I dont use splines to model the eyesockets or mouths really. I MAY do very basic lips but I find it easier to model in the eyesockets and mouths by filling the holes in with a poly and smooth shifting. Lips are pretty easy to do with splines actually but again, Im just doing the basic layout. 
Also I forgot that I realized that I had made a small error on the characters lips i uploaded. I uploaded it again with the fix. 
Hey Larry,
Thanks again.
How would I go about welding vertices of two splines that intersect?
On the spline model you made there is one on the side profile.
Select the points you want to weld together and hit ctrl w (weld).
The points will weld to the last point selected. There is also a weld average command that is nice. 
wow,
I am taking Larry’s character modeling course, can’t wait to reach the spline segment.
Originally posted by jmcalpin
[B]wow,I am taking Larry’s character modeling course, can’t wait to reach the spline segment. [/B]
The nice thing is that youll see the difference modeling with SubDs and splines and how to combine them. Splines definately have their advantages and place when organic modeling. 
I myself work point-by-point. I do know box modeling & other techniques, but I prefer the freedom of point by point.
Check out my latest head at: bottom of my sig.