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Boxer Head Part 1 |
-This head was modeled with 3dStudio MAX 4 using Splines and Surface. But you can use other packages as well that support spline modeling.
-Use two reference drawings of the head. Front and side views. -Map the images to two rectangles in MAX (use shaded viewports with texture correction on). This will make easier to get the right proportions. -Take a look at human head proportions and have them in mind when you make your drawings because on that will depend the final result. -Start with the spline contour for the eye in front view. Then move the spline vertices to follow the side contour of the eye. Every once in a while convert the vertices to smooth to achieve the best results (select the vertex, right-click and select smooth from the pop-up menu). ![]() -Start building the spline cage by tracing the contour of the face major features (eyes, mouth, nose, cheeks). -Always add the new splines with Create Line in the Edit Spline Modifier so that all the splines be part of the same object. Use Refine to add a vertex when needed. -Turn Polyconnect on and off if you want or not that the new spline is connected to the endpoint of an existing spline. -Add the cross sections trying to have 4 sided patches whenever it is possible. This will assure the best smoothing when you add the surface modifier. But you can use 3 sided patches too when you can't make a 4 sided patch witout making the spline cage too complex to be handled. -To add the cross sections turn on 3d snap. On snap settings check only vertex. -Move the splines vertex until the splines match the front and side views. See how the splines are pull out into 3D. ![]() -Finish the spline cage for the face always usig 4 sided patches when possible. -Yes I know that the spline cage is too complex : ) but I really wanted to make this face very detailed and I find it easier this way than later converting the vertices to bezier and adjusting the tangents. ![]() -Start building the back of the head and neck. -Finish the spline cage as below. ![]() -Here is where the fun begins, select the spline cage and make a copy in reference mode. -Add a Surface Modifier to the newly created object (Threshold = 0.1 and Patch Topology Steps = 1). -Instance mirror the new object for the other side. -It is very possible that in some areas the surface looks incomplete. To fix it make sure that all the patches are 3 or 4 sided. Sometimes the vertices are not snapped so you may want to check those vertices on the areas with the surface errors. ![]() |