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3 Dimensional Chat / Modelling a Head

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SpyDaniel
20
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 8th Jul 2006 03:12
I am doing my head in trying to think how to model a head. I want to model a low poly head that looks good, but I also want to learn how to model more mythical style heads, like goblins.

Could any one help lessen the stress of head modelling for me by giving me any useful tutorials for 3D Max.


Agent Dink
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Posted: 8th Jul 2006 05:34
Well, there's a few ways I have found to do it.

1. If I am modeling a full person, I usually start at the torso, after I have that done mostly, I'll start making the neck which is basically a cylindrical shape, so I just extrude the neck up a few segments and model the head off of that.

2. You can start with a cylinder a few segments high and do the same thing without the rest of the body and stuff.

3. Box modeling. Start with cube and quad divide it a few times, and mold the face out of that.

But really its just however you can get comfortable with it. I'm not the best modeller out there, but I hope this helps.


[url=http://www.silver-dawn.net]www.Silver-dawn.net[url]
SpyDaniel
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 8th Jul 2006 14:45
I am best with Box modelling, as every thing I do, I start with a cube. I have done heads before, but nothing great. Ill just have to keep trying.


Sven B
21
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Joined: 5th Jan 2005
Location: Belgium
Posted: 8th Jul 2006 14:55
Male Head
(Download button for wires)

Human proportion helper sites

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Manic
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Location: Completely off my face...
Posted: 8th Jul 2006 16:42
i use a mix of the following;

http://www.secondreality.ch/tutorials/tutorials.html

http://www.poopinmymouth.com/process/character_tutorial/character_process_page_2.htm


also, if its of any interest to anyone, i actually start modelling at the foot and work my way upwards and out, that way flow is always at the forefront of your mind.

I don't have a sig, live with it.
Heckno
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 8th Jul 2006 18:23 Edited at: 8th Jul 2006 20:34
here is one I am currently working on, low poly (total model; face,hair, body <2100 poly).. Hope the wire frame points you in the right direction...



here is what it looks like in DBP without any lighting controls (ambient 100%)



and with a bit of mesh smooth applied...

BiggAdd
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Posted: 9th Jul 2006 01:38
Heckno thats pretty amazing tbf... good job!

Box modeling will be better if you dont have a reference.

If you do have a good reference (Ie some form of blueprint) Point to point polygon modeling will be better. Ie starting from scratch and positioning new points around the place.

Manic
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Posted: 9th Jul 2006 15:06
check out this thread on cgtalk for some decent topology reference

http://forums.cgsociety.org/showthread.php?t=38469&page=35

biggadd: you are very wrong. ANY modelling workflow is easier, more accurate and more rewarding with reference.

I don't have a sig, live with it.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 9th Jul 2006 17:09
Quote: "biggadd: you are very wrong. ANY modelling workflow is easier, more accurate and more rewarding with reference."


Ditto, it all boils down to your favourite way of modelling, with box modelling you can be put off with the idea it could get in the way of your image, but usually you can hide faces/groups or make the polys semi transparent

BiggAdd
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Posted: 21st Jul 2006 08:16 Edited at: 21st Jul 2006 08:17
Technically point to point polygon modeling is easier with blueprints. If you used a box, it starts to get confusing because your dealing with a lot of points in a small area if your looking down one way. Its easier to place points along the lines.... then join them together.

Whats easier for you? Drawing a man on a bit of paper or cutting one out from a sheet of paper?

indi
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Location: Earth, Brisbane, Australia
Posted: 21st Jul 2006 09:36
i prefer nurb modelling with symmetry followed by triangulation

Van B
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Location: Sunnyvale
Posted: 21st Jul 2006 13:24
Great link Manic - now I have a reasonable understanding of edgeloops - really easy to see the benefits of em on heads.

I've never been able to model heads like that, I seriously need to practice, after I decide what package is best for heads, please don't tell me it's 3DS Max, I have it, and hate it :/.

I wanna use Rhino3D and NURBS , but I'm doubting that's anything like the sensible method.

Aegrescit medendo

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