Forum: 3D Modeling


Subject: --> First Attempt at Modeling a Head:

cloudedInMystery opened this issue on Sep 14, 2001 ยท 13 posts


cloudedInMystery posted Fri, 14 September 2001 at 12:18 AM

Tried modeling a head for the first time, and this is what I came up with. I used a sphere, cut it in half, then basically just dragged points around. Created the eye sockets using a beveling technique (like in Inside Lightwave 6). It's not very good, but I'm still working on it.

Teyon posted Fri, 14 September 2001 at 5:46 AM

Not very good? Do you mean to say not very realistic? If so, who cares? Realism has been done to death! A good toon head is more than welcome in these parts and this is a GREAT toon head. All ya need are a pair of eyes, some teeth and a few well placed hair folicles. Don't change a thing.


Teyon posted Fri, 14 September 2001 at 5:49 AM

You wouldn't by any chance have a few images detailing the steps you went through? I know you gave a brief description but it doesn't hurt to ask...


loganarts posted Fri, 14 September 2001 at 8:33 AM

OUTSTANDING MODEL!!!!! let me suggest u something: select the 2 polys at the tip of the nose, smoothshift them out and them scale them so u'll have a rounder nose. great work man. congratulations


loganarts posted Fri, 14 September 2001 at 8:36 AM

u can select the points in the middle of the entire nose too and them drag them out too.


cloudedInMystery posted Fri, 14 September 2001 at 5:01 PM

Attached Link: http://www.geocities.com/susantio/head01.htm

Thanks, Logan and Teyon. I'm still gonna do some work on it (fix the cheek bones, add some teeth and eyes, and a few other things). The method I used to model this is similar to the one at the link given. It's what gave me the idea to use a sphere. Beside using the sphere, I didn't really follow the tutorial since it is for Maya. For most of the detail, I used the Drag tool. For extruding the ear, I used the Smooth Shift tool. Lastly, for the eyes, I deleted the polys around where the eye socket will go (kinda large space), then layed down points in the general shape of the eye, made them a poly, beveled them back, and then deleted the original poly and connected it to the rest of the mesh (Weld).

Teyon posted Fri, 14 September 2001 at 9:05 PM

Thanks for the clarification and the link. I'm sure folks will appreciate it.


cloudedInMystery posted Fri, 14 September 2001 at 9:08 PM

Yep, no problem.


cloudedInMystery posted Sun, 16 September 2001 at 1:23 AM

Here's my update. Think I'll stop here, it's not very good and I don't see any reason to continue. Like I said, it's my first attempt. I'll try some othe methods of modeling now.

ppowellaa posted Sun, 16 September 2001 at 6:40 AM

I strive to acheave your imperfection! Great job!


mqshocker posted Mon, 17 September 2001 at 12:31 AM

Well Done CIm Good Job What program ,lol Like I need to ask


toefur19 posted Wed, 26 September 2001 at 8:19 AM

GReat model.. You got a good mesh to work with and getting a good face mesh is half the battle i feel.. and if you really want it to look realistic(over done).. you can spend hours pushing and tucking that bad boy.. but let me lend you alittle fine arts history advice... in the classical period every one was doing realism to death and as art progressed stylized pieces became the top winners.. and its so funny how history repeats itselfs ;) so stick with style over realistic cause there's plenty realistic stuff in the world


Teyon posted Wed, 26 September 2001 at 8:47 AM

Yes! Realism is old news. True freedom of creativity is what folks like.