Figure 14-92: Select the four polys in the top image, then smooth shift to get the results shown in the bottom image... Select the polygons that make up the top of the head, shown at the
Trang 1Now let’s work on the nose by adding a
basic nostril Select the four polygons
(there will be a total of eight selected if
you’ve got Symmetry turned on) shown in
Figure 14-92
1 Activate the Smooth Shift tool by
pressing <F>.
2 Position your mouse over any of the
viewports and click either the left or
right mouse button Make sure you
don’t move your mouse when you click!
The image at the bottom of Figure14-92 shows the results of the SmoothShift operation
3 Sculpt the nose as shown in Figure14-93 The points around the tip should
be moved outward The points at thetop and bottom of the nostril should bemoved up slightly This will round theoutside of the nostril and create aslightly concave shape underneath
C h a p t e r 1 4 · · · ·
Figure 14-91: Extend the points at the inside of the eye, then size them
down and move them back slightly.
Figure 14-92: Select the four polys in the top image, then smooth shift to
get the results shown in the bottom image.
Trang 2Looking at our model again, it appears that
the skull of our character no longer seems
to fit the reference image Let’s fix that
1 Select the polygons that make up the
top of the head, shown at the top of
Figure 14-94
2 Activate the Stretch tool and position
your mouse just above the center of
the ear in the Right viewport
3 Hold down the <Ctrl> key (or use
your middle mouse button) and dragyour mouse to the right, stretching thehead horizontally about 107% or until
it more closely fits the backgroundimage
Zoom out and take a look at what you’vedone so far These small changes havemade big improvements In order to make
the rest of our changes,however, we’re going toneed a serious reduc-tion in polys
Figure 14-93: Sculpt the nose region and refine the nostrils.
Trang 3Polygon Reduction
So far, we’ve achieved the first goal of head
modeling, namely, developing good flow
But the second goal of minimal polygon
count is still unmet You may have noticed
as you worked through the steps in the last
section that even minor adjustments to the
vertices of your model had a serious impact
on its overall appearance Trying to work
with this number of polys can be a real
nightmare and often makes the detailing
process unnecessarily time consuming In
this section we’ll work through the process
of reducing the number of polygons, leaving
us with an object that is easier to edit
Note
Reducing the number of polygons will have
a drastic effect on the appearance of our
model Don’t panic when you see that the
reduction is making things look worse rather
than better.
Modeler has several automated polygon
reduction tools, but frankly, they don’t work
that well I’ve found that I can get much
better results by simply merging key bands
of polygons The primary tool for this is
BandGlue, found under the Construct |
Reduce | More menu
Click the Maximize button in the top
right Perspective viewport to enter
full-screen mode Press the <a> key to fit your
model to the viewport If you spin yourmodel, you will see consecutive bandswhich, if merged together, would not causeproblems to the mesh Figure 14-95 showsarrows running down the center of several
of these bands
Select the two polygons shown on the left
of Figure 14-96 and activate the BandGluetool The result of this operation can beseen in the image on the right of the figure
C h a p t e r 1 4 · · · ·
Figure 14-95: The polygons on either side of these arrows can be merged together to create one new band.
Trang 4Continue running BandGlue on the groups
of polygons shown in the next 13
illustrations
Figure 14-96: Select the two polygons on the left and run BandGlue to
merge them together The image on the right shows the results.
Figure 14-97
Trang 5C h a p t e r 1 4 · · · ·
Figure 14-98
Figure 14-99
Trang 6Figure 14-100
Figure 14-101
Trang 7C h a p t e r 1 4 · · · ·
Figure 14-102
Figure 14-103: Be sure to turn off Symmetry when selecting these polys.
Trang 8Figure 14-104
Figure 14-105
Trang 9C h a p t e r 1 4 · · · ·
Figure 14-106
Figure 14-107
Trang 10The last step is to eliminate the triangles at
the top of the head You should have already
turned Symmetry off when selecting the
polygons in Figure 14-103 Select the
poly-gons shown in the upper-left corner of
Figure 14-110 Since there are only four
points on the outside perimeter of these
two polygons, we can safely merge theminto one single quad
Press <Z> to merge the polygons as
shown in the upper-right corner of Figure14-110 Now repeat the process for the twopolys on the opposite side of the X axisshown at the bottom of the figure
Figure 14-108
Figure 14-109
Trang 11Zoom out and take a look at your model It’s
kind of ugly But this is where the fun really
begins! You’ve done the hard work and
achieved the two most important goals in
head modeling: great flow and minimalpolygons Now it’s time to play Save yourmodel and move on to the final phase:advanced detailing
Advanced Detailing
One of the hardest concepts to grasp for
those new to organic modeling is that most
models look awful until they’re about 93%
complete It shouldn’t be surprising, really
When you think about it, people all over the
world share identical features (eyes, nose,
mouth, ears), but the subtle differences in
size and shape determine whether one
person is considered ugly and another
beau-tiful Nevertheless, I frequently see people
in online forums asking for tips on how to
improve their models when quite often,
there’s nothing wrong At least, not
techni-cally Oftentimes, the problem is that
they’ve hit the 90% mark and given up in
frustration They’ve come to a point where
all of the geometry is in place and they’ve
developed a reasonable flow with an
accept-able number of polygons, but their model
still looks bad Almost without fail, the tion in these cases is to push past the 90%mark You’d be surprised at how quicklythings can come together, especially ifyou’ve done everything right from the start
solu-If you’ve followed the technical direction
in this chapter, I can tell you that you’vedone everything right You have created ahead model with great flow and minimalpolys that is 85% complete In the next fewminutes, we will bring that up to the 90%mark The biggest challenge before you,then, is whether or not you’re willing topush past the 90% mark
We are nearing the completion of ourhead model and there is little left for me toteach you It is up to you as the artist totake what you have learned and apply it in amanner that expresses your artistic vision
C h a p t e r 1 4 · · · ·
Figure 14-110: Select the two polys on either side of the X axis and merge
them together.
Trang 12As I mentioned earlier, this is where the fun
really begins This is where I let go of the
bike and you begin to pedal on your own I’ll
still be here to guide you, but I encourage
you to begin making this model your own
Experiment and play, for that is the true joy
of modeling
Take a look at Figure 14-111 There is
virtually no difference between the model
shown on the top and the model shown on
the bottom They both have the same
num-ber of polygons and exactly the same
polygon flow Yet one looks markedly better
than the other This is due to the subtle
dif-ference in size and shape that I spoke of
earlier By simply moving points and sizing
polygons, your model can go from
“ho-hum” to “holy smokes!” Let’s take a brief
look at how to do that
The four prominent areas of change are
the eyes, mouth, cheeks, and jaw/chin You
should spend time working on each of these
areas
1 The eyes are currently too boxy Begin
by sculpting them with one of the
modification tools (I prefer the Dragtool, but you can also use the Dragnet,Magnet, or even Move tools) Youshould work toward creating a morealmond-like shape Be sure to turn onSymmetry so that the changes youmake to one side of your model will bereflected on the other
2 When you’re finished shaping the eye,select the ring of points highlighted inFigure 14-112 and pull them back intoward the face Doing this causes theinner two rings of points to jut out, giv-ing the appearance of eyelids
3 Grab the outside point also highlighted
in Figure 14-112 and move it down andout slightly This point acts as theupper support for our cheekbone Bymoving this point around, you canmake drastic changes to the shape ofyour character’s face
4 Continue refining the points and gons around the eye to match thebottom two images shown in Figure14-111
Trang 13poly-5 Reshape the three bands of points
radi-ating out from the side of the nose as
shown in Figure 14-113 The first (top)
band should be moved up and out This
band defines the overall shape of the
cheek and acts as the lower support for
the cheekbone The second (middle)
band of points defines the outer muzzle
of the face The third (lower) bandenhances the middle band Adjustingthe points in the third band determineshow strong of a crease you’ll get wherethe cheeks meet the muzzle of theface
C h a p t e r 1 4 · · · ·
Figure 14-112: Move the highlighted ring of points back on the Z axis to
create the appearance of eyelids Then adjust the highlighted point for the
cheekbone.
Figure 14-113: Adjust these three bands of points as shown, distributing
them more evenly to define the cheeks and muzzle.
Trang 146 Redistribute the points below the
lower lip to shape and form the jaw, as
shown in Figure 14-114
7 Select the lower set of points that form
the upper lip highlighted in Figure
14-115 Activate the Stretch tool and
position your mouse in the Back
viewport over the lowest point in the
group Hold down the <Ctrl> key (or
press the middle mouse button) to strain the motion and drag down untilthe points are roughly in line with oneanother Then, with the points stillselected, move them up slightly so thatthe mouth region is open
con-Figure 14-114: The points below the lower lip can be reshaped to form the
chin and jaw.
Trang 158 Continue to shape the points in and
around the mouth so that they create
the oval-like shapes seen at the bottom
of Figure 14-115
9 Select the innermost ring of points that
make up the mouth and from the
Mul-tiply | Extend menu run Extender
12 Activate the Smooth Shift tool and,making sure that you do not move yourmouse, click either the right or leftmouse button A new band of geometrywill be created
13 Sculpt the nostril as shown in the tom image of Figure 14-117
bot-C h a p t e r 1 4 · · · ·
Figure 14-116: Extend the ring of points around the inside of the
mouth Then shape the points as shown.
Figure 14-117: Select these four polys, smooth shift, then shape the nostril
as shown.
Trang 1614 Select the four innermost polygons
from the nostril and smooth shift them
again With the four polygons still
selected, activate the Move tool and
move them up into the nose as shown
in Figure 14-118
Zoom out and spin your model From here,
you should continue adjusting the mesh,
watching the changes that take place in
your smooth shaded viewport If your
model doesn’t look like the background
image, don’t be too concerned The most
important thing is that you resolve any
issues with the overall appearance If the
model looks good to you, then it’s a
suc-cess Continue refining until you’re happy
Then continue reading to build the
remain-ing details
We’re down to the last two details: the
eyes and the ears Let’s start with the eyes
1 Deactivate Symmetry Then go to an
empty layer and activate the Ball tool
by pressing <O> In the Back
viewport, drag out a circle over the eye
on the right side of the head Hold
down the <Ctrl> key to constrain the
Ball tool Position your mouse over the
Right viewport and drag to create a
perfect sphere The size of this sphere
should be roughly the size of the eye
shown in the background image
2 Select the polygons that make up theback half of the eye and press
<Delete> to remove them Since we
won’t ever be seeing the back of theeye, we can safely eliminate the extrageometry here
3 Create a new surface for this object
(<q>) called Eye.
The eye is covered by a transparent surfacecalled the cornea The cornea bulges outslightly at the center It is this bulge thatcatches the light, creating a glint that givesthe eye a “lifelike” appearance Let’s createthe cornea
4 Copy the Eye object to a new ground layer and place the original inthe background From the Modes but-ton at the bottom of the interface,change your Action Center to
7 Use the Size tool to scale the polygons
Figure 14-118: Use Smooth Shift on the inner polys of the nostril and move
them into the nose.
Trang 178 Give this object a new surface (<q>)
and call it Cornea.
9 Cut the Cornea object and paste it into
the layer with the eye
10 Finally, use the Mirror tool to mirror
the eye across the X axis
At this stage, you will need to shape thearea around the eye socket so that it fitssnugly over the eyeball Place your headmodel in the foreground and your Eyeobjects in the background Activate Sym-metry mode and then begin sculpting Ifyou can see the background layer pokingthrough your mesh (as in Figure 14-121),
Trang 18you need to either move the eye back
slightly or reposition the polygons in the
face to accommodate it Sculpting this area
can take time, so be patient and pay close
attention to detail
Before you finish with the eye, make
sure that the points that make up the inner
ring of the eye socket get pulled back into
the eye, past the cornea If these polygons
do not pass through the cornea, you can end
up with rendering errors
With the eyes finished, it’s time to move
on to the ears When new users are askedwhat they consider to be the most difficultpart of the head to model, the ear is almostalways at the top of their list Ears are notthat hard to model, as you’ll soon see Theyare, however, very detailed and require that
Figure 14-121: Reshape the eye socket to better fit the eye.
Trang 19you pay close attention to the overall form.
As you model, you should focus your
atten-tion on what you are modeling more than
how you are modeling it The most
impor-tant question to keep in mind is not “Am I
following the steps correctly?” but rather,
“Am I making this look like an ear?”
Begin by selecting the four polygons
shown in Figure 14-122
1 Activate the Smooth Shift tool and,ensuring that you do not move yourmouse, click the left or right mousebutton
2 Reshape the polys into the basic form
of an ear The back of the ear shouldbegin to bulge out away from the head
as shown in Figure 14-124
C h a p t e r 1 4 · · · ·
Figure 14-123: Smooth shift the polygons to add extra geometry.
Figure 14-124: Shape the polygons to resemble an ear.
Trang 20Sculpting the ear requires frequent
move-ment around the Perspective viewport Since
the ear is a highly detailed form, be sure to
check it from all angles as you continue
modeling.
3 Select the four polygons at the center
and the eight polygons forming the
loop around them Smooth shift these
as you’ve done in the past
4 Change your Action Center to Mouse
and using the Stretch tool, resize the
polygons that are still selected after
using Smooth Shift in Step 3
5 Use the Drag tool to continue
reshap-ing the ear The point at the very
center of the four polygons should be
dragged in to create a concave surface
Then drag this same point toward the
back of the head slightly as shown in
Figure 14-125
6 Select the 12 polygons we smoothshifted in Step 3 and smooth shift themagain
7 In the Back viewport, use the Movetool to move these 12 polygons awayfrom the head slightly Then use theStretch tool to resize them as shown inFigure 14-126
8 Continue reshaping the ear as shown inFigure 14-127 The points at the center
on the left side of the ear should lieflush with the rest of the head Thecenter point from our original fourpolygons should continue to be pushedback into the ear to form a concaveshape
9 Select the original four polygons at thecenter of the ear and use Smooth Shiftagain
Figure 14-125: Smooth shift the 12 polys that currently make up the ear,
then size them and continue sculpting.