Add another ring around the edges of the face. I also added
some spheres here to show the eyeballs themselves. This
helps to get a better idea of what the character will really look
like. It does help, but it’s not required.
At this point you can really see our face taking shape! Let’s
move on to completing the rest of the head.
Completing the Head
Here comes the easy part! Just extrude the faces along the
top and sides of your facial area back along the profile of the
Side view to get the rest of the head. Be sure to check your
Perspective viewport to see if it’s got the proper flow to make
the facial shape correct.
310 Chapter 13
Figure 13-24:
Addedringof
polygons and
spheres for eyes
Continue adding more polygons to form the sides and top of
the head. Add a ridge where the jawline is, and continue down
the neck.
Advanced Organic Modeling Exercise: Creating a Human Head 311
Figure 13-25: Added polygons
to the top of the face
Figure 13-26: Side view
Figure 13-27: Continuing
on…
Figure 13-28: Side view
Simply finish off the back of the head by giving it that round
shape that a head has.
Go ahead and weld the pieces together. You can still make
tweaks to both sides of the head by selecting vertices in the
Side view and moving them in the Perspective view. Finally,
throw a TurboSmooth on her and look at the results.
To be honest, mine ended up looking a little old-mannish. This
is just part of the process! It doesn’t mean you need to start
over; it just means you need to tweak things around and get
312 Chapter 13
Figure 13-29:
Perspective view
Figure 13-30:
Old man lady!
Oh no!
that look that you’re aiming for — in this case, some sort of
beauty. I like to look up pictures of actresses or models and try
to capture features that I think makes them look pretty or
unique. At this point I also like to at least get some form of
sample lighting instead of using Max’s default light setup.
This will soften how the creases appear in your female face.
Even a pretty woman in the wrong lighting can look bad.
Here is the tweaking process I go through as I try to decide
what I like and dislike about the head. I want to explain this
because a lot of authors just show you a model in the process
of being made that they’ve made over and over! This just isn’t
realistic. They didn’t make that model the way they are show-
ing you the first time. So why show you how to do it as if you
knew exactly how to do it in the first place?
Unfortunately, I can’t just tell you how to do this. It’s
really training your eye to recognize what’s wrong with a spe-
cific shape and how to get it to where you want it to be. It may
not be something I can tell you how to do, but I can show you
the steps I took to get to my final head. These tweaks are
purely Soft Selection tweaks and not changes in the flow of
the polygons. I just select a vertex that is in the area I want to
move, tweak the threshold on Soft Selection, and pull the area
around until I’m happy with it in all viewports.
Advanced Organic Modeling Exercise: Creating a Human Head 313
Figure 13-31:
Lit and with
TurboSmooth
applied
314 Chapter 13
Figure 13-32: Side view Figure 13-33: Tweak…
Figure 13-34: And tweak… Figure 13-35: And tweak
again…

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