Maya Tutorial: Character head polygon modeling exercises

Source: Internet
Author: User
Tags split

Long time no practice modeling, modeling ability and therefore a lot of unfamiliar, while still in the army, so the use of time to practice the head modeling, most of my own modeling is to start with a cube, will resize and I want to model object roughly the same, Then based on the need to set the level of Smoth the cube as a Smoth subdivision (why first use Smoth to subdivide it?) Because the general life is the original arc, rarely will angular, of course, if you want to model the object if more special, it can not be static! , after cutting, the principle of the secant is to cut out the four sides of the surface, using these new cutting surface to adjust and constitute the model I want to outline and shape, and then in accordance with the texture of the muscle and then modify the direction of the secant, my modeling process is basically so!

Because the concept of my space position is not very good, so I mostly use two front and side view of the picture as a reference map, just finished watching the Keenu Reeves Constantine exorcism, so the internet to find two pieces of probably can be pieced together keenu Reeves photos to practice.

First, respectively in the front window and side window view>image plane>import image, import two Keenu Reeves of the front and side view of the picture, as the two pictures are temporary internet to find, so can not be closely aligned control, So I was roughly as formerly viewed as the main picture, while the side view of the picture supplemented, side-view of the picture used as a reference to the character's face characteristics (supposedly should refer to two photos, and then again according to the characteristics of the characters, again hand-painted can be closely with the contrast of the picture, as the import reference map will be better, but I just want to practice it!) ^^, so be lazy here!! )。

If the incoming photos are to be moved, modified, or deleted, you can make changes to channel box after selecting the camera in Outliner (thanks to the cupid of the activists and Luichuchn for their great help ^^! )。

Second, create a cube in the window of the Polygon object, the length of the height adjustment with the head size similar to the following figure

Third, the cube using Mesh>smoth to subdivide, in the Smoth option Divison levels according to the modeling needs to select the degree of subdivision, in this side of the setting of 2, then in the three views, with the Zoom tool to adjust the size of the model, Approximate the size of the head in the photograph.

Then delete the left half of the model and adjust the model's vertex to adjust the model shape as shown below

To carve a rough outline of the face, use edit Mesh>insert Edge loop tool or split Polygon tool to add more lines and adjust the model's vertex to adjust the model shape as shown below.

Six, then in the front view using split Polygon tool to add the secant, and adjust the model vertex position to build the eyes, nose and mouth of the approximate position and shape, the following figure (mouth position and shape mainly refer to front photo).

Seven, then add a nose of the secant, and adjust the vertex position as shown below.

Eight, choose the faces under the nose, use edit mesh>extrude two times to create the nostril (but remember to use Extrude, to the edit Mesh under the faces get together select check), to this nose is roughly finished (haha!). Actually want to be lazy! ︿︿! )。

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