Originally posted by AndrewE
[B]So how far should I do the profile?
Past mid way?
What scares me away from spline modeling is all of those points and lines and posistioning them all in a 3D world.
BAH!
I’m soo scared when I see stuff like that. [/B]
Positioning points and polys in 3D is the most basic common thing to all forms of modeling. The reason most people try point by point is because those are the most basic primitives in any 3D program. It also happens to be the most tedious method for the same reason.
The hardest part about modeling heads isnt pushing and pulling points, polys or splines in 3D but knowing WHERE to put those things. This is what I mentioned before about an experienced artist KNOWING where things go and a new artist LEARNING where things go. This is not a just a problem in 3D but in any medium. You have to learn the anatomy ie. where things go.
The easiest way to figure out where things go is to load some reference images into modeler as a background. If you have a good front and side view then you have pretty much what you need to place a point in 3D at the right location. The front view will supply an X-Y coord and the side view will suppy a Y-Z coord.
What I do is create what I call critical points ie. points laid down on particular facial “landmarks” that define the proportions for that head. Those would be things like the tip of the nose, base of the nose, bridge of the nose, wing of the nostril, corners of the mouth, tip of the lip, tip of the chin etc. etc. etc.
Once I do this I select every couple of points and hit ctrl p (Make spline) so that I end up with a bunch of points with straight splines in between.
After that I add control points along those straight splines and pull them out to create the CONTOURS in between those critical points (Points that define the PROPORTIONS).
Generally I use 3 control points in between the points where splines intersect each other. This keeps me from having to think about it too much (because if you think too much then youre not creating or producing). It also gives me a consistant flow to things. I can look at the flow of the splines and the flow between those control points and easily visualize the form like I can with sketch on paper.
This process goes very fast. In reality spline modeling is the ultimate point by point method becuase you use VERY few points to define a head. Instead of you having to lay down every single row of points and tweak every single one thee splines do that for you. The spline curves define where points will go and in what direction. This also holds true for the points that will be created in between each spline - they will be the average of all the spline surrounding that patch. This means that 16 points can control the form and flow of hundreds of points. The bottom line is that manipulating 16 points is MUCH faster then manipulating potentially hundreds of points.
Another nice thing about splines in Lightwave is that I can mix splines into pretty much any other technique. I can take a head that was partially modeled point by point or the box method and select points directly off those polys, create splines and patch them so the new polys match right in. This has helped me on many occassions to repair areas where polys were messed up, to alter a face or parts of a face and keep a nice flow, or to build in structures and details into exisiting geometry that would be very difficult to do otherwise.
In my experience I have found that most people modeling in Lightwave dont use splines or use them in very limited ways. Most dont get them and move on to something else and in the process ignore one of LWs most powerful modeling tools. 