Friday 8 October 2010

Part 3 - Creating the Head

Now the face is complete, I can begin modelling the rest of the head. The best way to begin here is to create a sphere in the left viewport and rotate the shape 90 degrees using the angle snap tool, then scaling the sphere to roughly fit the shape of the head.

The reason behind rotating the sphere, is to avoid using the center point (where all the vertices meet), due to the huge amount of triangles that surround this area!
Now we need to do some hacking on the sphere to get the polygons that we will be using to form the shape of the head - this was done using the 'brush selection' tool while under the polygon mode in the editable poly to highlight what areas of the sphere are not required and deleted.

The only sections of the sphere that will be used in the uppermost polygons. Notice that the center-point polygons are also removed for obvious reasons, leaving us with a clean shape to work with.

Hot Tip - Its a great opportunity here to reduce the amount of polygons compromising the model by selecting every other row of polygons, then using the 'Collapse' tool under edit geometry.. This helps to simplify the model by reducing the number of polygons consisting of the curve forming the back and top of the head.













To join the head and face together, the 'snap' tool is perfect. This allows you to 'semi-weld' the vertices of one shape to the other, providing an accurate shape to later join together as the vertices from one shape cannot be welded to those from another shape if they are not part of the same element.

The empty sections of the head are filled by simply creating new polygons, most-preferably by selecting an edge and holding the shift key to drag a new polygon out, followed by the vertices being welded together.

The model so far compromises of the face and a roughly modelled head section which will later be perfected to create a more realistic curve and structure.

No comments:

Post a Comment