Modelling Heads


#301

Did anyone say they had to be human heads? :slight_smile: I box model everything.

Here is a horse I did awhile ago for a commercial, the face didn’t need much animation so I could get away with a sloppy mesh.

And here is a little doodle, not for anything but just for fun.


#302

Nice job! :slight_smile:


#303

Hmm, no critiques yet? I’ll guess I will keep working at it…:beer:


#304

Halo,
Its hard to see the mesh properly. Could you post a nice wireframe shaded side and front view without the grid?
Also could you do the same with the spline cage but separate the front and back splines. Having the the full cage visible makes it hard to see whats going on . Thanks! :slight_smile:


#305

Here is a nice large shaded wireframe of the head I am making for a CG film I plan on doing in the future…He is also modeling after a rough sketch, so please flame away. These screenshots are from previous edits…


#306

Now the side view…


#307

I wish I had a server…

Here is a spline cage…


#308

And here is a cage from the side of the model…


#309

Originally posted by Rumors
[B]Did anyone say they had to be human heads? :slight_smile: I box model everything.

Here is a horse I did awhile ago for a commercial, the face didn’t need much animation so I could get away with a sloppy mesh.

And here is a little doodle, not for anything but just for fun.
[/B]

Very, very nice horse. Love it! Could you plz post some more pics of it? :beer:


#310

Halo,
Do you have the sketch the head is based on?
The flow is pretty good but I think the proportions are off but thats hard to say exactly since I dont know until I can see the model sheet. The shape of the head seems a little odd.

The spline cage is a bit more dense then I would create. Again I just use splines to layout polys in the simplest way and I keep the cages simple as I can. The more splines you use the more unwieldy it gets.

One thing thats very important is to make sure your splines FLOW nicely. Make sure you dont have any kinks along them. They should form nice fluid arcs. If you do that the rest of the head will do the same when you patch it. :slight_smile:


#311

Yes, the model sheet is in the email I sent you a front and side view. I have already fixed the models proportions…a little bit, while I keep drawing and sketching ideas…that is a must.

And the spline cage is based off the Jessica Alba model of Allen Curtis…and I just used less vertices…


#312

Originally posted by Miyazaki
Very, very nice horse. Love it! Could you plz post some more pics of it? :beer:

Yeah, sure thing. This is before it was textured though.



#313

That’s beautiful man!


#314

Indeed.The best comic horse I´ve seen yet :thumbsup: :bowdown:


#315

Wow, this thread came back…

 In the past, I've modeled any heads I made with the point by point method.  I've always thought it was the most intuitive of the modeling methods since you could control your poly flow very easily.
Anyway, I think it's best to learn all the different methods as it can only help you become a better modeler.  I've never been able to understand  how people could take a box and make anything resembling well....anything.  
But lately, and especially after seeing some of the work done in Mirai by Raitt and Krol, I decided it was time to try again and learn box modeling.  I think considering some of my early attempts (pretty sad actually), I'm doing ok.

If you want to see my progress you can see it here on the newtek boards:  http://vbulletin.newtek.com/showthread.php?s=&threadid=23970

Or, if you prefer Spinquad.com, here is the same thread over there: http://www.spinquad.com/forums/showthread.php?s=&threadid=1548


#316

Yep,

This thread is back!

CAN’T KEEP A GOOD THREAD DOWN! - Singing


#317

okay used the method discribbed on larry’s free stuff. didnt turn out to well… im gonna go practice stuff with splines and then spline head next…

wow i was so wanting larry’s character series… looking at his site was making me dream… then i scrolled down… 700 bucks. =[ so much money for a poor student.

sinec your from LA… can i goto your place and be your slave for a month in exchange for it? gardening… etc =] ahhh i really need a job for that series… i wanna be good too =]


#318

While I usually box model everything, in some situations it helps to point by point model. It’s best to be comfortable with all modeling methods so you don’t pigeon-hole yourself into one way of thinking. Myself, I seriously lack spline skills, but I hope to fix that someday, so I stick with Box + point.

Glad you guys like the horse. :slight_smile:


#319

I totally agree man, that’s the best approach!

I plan on learning the spline method myself.

It seems like faster approach to get the basic layout, then just add mesh, and massage the points.


#320

HaloAnimator: Larry’s got the best advice on splines. I’m guilty of starting out with a few more splines than what’s actually needed. Lately I’ve been drawing detail with splines on one layer, copying the points to another layer, and using the spline layer as a template for point to point modeling. Because I tend to think in terms of drawing rather than sculpting, this is easier and faster for me because I don’t have to do a lot of reworking later. The trick is to work from a fairly detailed drawing or photo to avoid later guesswork. And once you get past a certain point, spend more time editing in the perspective view instead of the side and front views.

hrgiger: I saw your box-modeling on Newtek. That’s some great work! You’ve got me interested in trying it again. Just have to find the time.