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Chapter 7
The Structure of the Head and Features

Modeling a POLYGON Head
UPDATED


Copyright 1999 Peter Ratner
(Excerpt from Mastering 3D Animation)

There are many approaches to modeling the human head. Most of these methods were designed to accomplish specific goals such as easier sculpting of facial features, better facial animation, easier texturing, and so on. Few of these modeling techniques have the scope to accomplish all the necessary goals that are necessary for a realistic head and its subsequent facial expressions.

Modeling a Polygon Head

 

Although polygons have some disadvantages, they also have some compelling advantages. One of the main ones is that extra polys can be inserted into areas that require more detail. NURBS and splines, on the other hand, run throughout the mesh. When one inserts extra isoparms, these will appear from the beginning to the end of the mesh. In other words, if an isoparm is inserted at the eyelid, then this extra curve will flow all the way down to the base of the neck. If your software is capable of modeling with hierarchical b-splines (h-splines), then this will not be a problem. H-splines allow you to have one mesh with varying levels of detail in it.

Another plus with polygons is that isolated areas can be selected and worked on while hiding all the rest. This is usually not possible with spline or NURBS meshes, since they are one connected unit.

Some people may find it easier to texture polygon surfaces. Rather than trying to work with complex parametric mapping, they can simply select specific polygons and assign a name and texture to them.

Welding points to connect polygon surfaces can yield seamless models that do not have to update like NURBS models with fillet blends.

Although there are many techniques for polygon modeling, one of the best and also favorite methods for this author is to use the same approach as was discussed previously for modeling a NURBS head. Just as before, vertical curves that begin on the inside of the mouth and radiate outward to follow the contours of the features and finally end at the base of the neck are used (Figure 7-28). The lines again follow the direction of the muscles.


Figure 7-28 All the splines originate on the inside of the mouth and radiate outward to end at the base of the neck. The dashed line indicates the beginning of each spline.



The Spline Cage Method

To start, you may want to load several image files of the front and side of the head. An image of the top of the head is also useful but not as important. You might also decide to use an existing model of a head and then shape the curves around it. Some head templates and models of heads can be found on the accompanying CD.

Beginning with the first curve, start drawing it from the inside of the mouth, curve it over the top lip, around the nose, forehead and skull and end at the base of the neck (Figure 7-29).


Figure 7-29 The first curve defines the profile and middle of the head. It starts on the inside of the mouth and ends at the base of the neck.

This curve is located in the middle of the head and forms the outline of the head's profile. The side view is used most often for this outline. Once you are finished with this curve, you can either delete extra points or add some around the mouth, nose and eye areas. In total, you should you should have approximately twenty four to thirty points on the curve. Most of these should be clustered around the lip, nose and mouth. Since you might duplicate this curve to make all the rest, you do not want too many points to push and pull around. On the other hand, it is best not to have to worry about inserting points later on for extra detail. Most modeling packages that implement lofting or skinning work best when each curve has the same amount of points. This is also true when making a spline cage. All the points on each of the splines will be manually selected by you in the proper order and then connected as cross sectional spans. Therefore, if any curves have more points than other ones, it would be difficult to find a way to connect these extra points.

The total amount of curves for one half of the face should not be greater than thirteen. The face in Figure 7-30 uses eleven splines and twenty four points on each spline. If you can manage to keep the points and curves to a minimum, you will find it much easier to animate the face later on. Surfaces also remain smoother when they have less points and curves.


Figure 7-30 The curves that define the facial features generally follow the direction of the muscles.

If you plan to use copies of the original curves, then the next step is to duplicate the first. Rather than moving the entire curve away from the first, it is better to select individual points. These should be moved parallel to the first curve's points. Copy the second curve and move its points to continue shaping the outline of the facial features and skull. If your software has layers, then it might be easier to copy the first curve, paste it into another layer, make the first layer visible underneath it and then move the points on this second spline. Once the second curve is completed, you can then paste it back into the first layer. You can get an idea of how most of the curves and points will be placed by studying Figure 7-30.

If you are using a three dimensional head to model from, use the wire preview window to move individual points according to the wireframe's surface. The wire preview can be rotated until the selected point is visible against the edge of the template's surface. This will let you see the relationship of your points to curves on the mesh.

Duplicate and move the new splines. Detailed areas such as those around the wings of the nose and the nostril can saved for later. For now, just make the basic outlines of each section. Later on, polygons can be subdivided and their points moved for all the minute parts.

Check the flow of the curves so that they flow evenly in both directions. The connecting spans can be seen by temporarily selecting points in the right order and making a connecting curve between the spline. Figure 7-31 illustrates how one can select points in order and then connect them. Smooth out any severe angles.


Figure 7-31 The splines are joined by selecting the cross sectional points in the right order and making them into a curve. The connecting spans will create a spline cage.

After a while, you should notice that the duplicated curves become shorter since they no longer have to cover as great an area. Subsequently, the number of points on these curves squeeze together into a tighter space. Points that are closer together can make the surface bumpier. This type of problem can occur around the cheeks, mouth, and the chin. Even though correcting individual points can be tedious, in the long run it will save you time.

Once you finish making all the curves for half of the face, then connect each set of points (Figure 7-31). Be sure to select each point in the right order. Once they are selected, make a curve out of them. This spline will connect the original curves. Continue selecting the cross sectional points and making curves out of them. Once you are finished making all the connecting splines, you should have a spline cage that looks somewhat like Figure 7-32. At this point, it would be a good idea to tweak the points on the cage to smooth out any bumps. Compare the spline cage to your template(s) to see how the points match up.


Figure 7-32 The resulting spline cage. Notice how the cross sections follow the contours of the facial muscles.

When you are satisfied with all the curves and the placement of their points, then patch the cage with a polygon mesh (Figure 7-33). .


Figure 7-33 Once the spline cage is patched, the form becomes a solid polygon model.

This would make a polygon mesh on top of the spline cage. Software like Lightwave 3DTM uses an Auto Patcher plug-in. The subdivision level should be low so that you can edit parts without worrying too much about detail. A subdivision level of one will give you a basic form that can be edited. Higher subdivision levels would make it too difficult to shape details since it would generate many small polygons. One can always subdivide polys later on. It is easier to do that than to go back to a simpler shape.

The polygon model should now allow you to see a shaded preview. This should make it easier to fix any trouble spots. At this point you are no longer working with the spline cage, but rather directly with the polygon mesh. You can begin to add points and split polys for details such as the nostrils, lips, and so on. It would also be a good idea to save the spline cage separately from the model. In the future, you can use it to create other types of faces by changing its basic structure.


Next Page





This tutorial is an excerpt from Mastering 3D Animation
Peter Ratner is the author of 3-D Human Modeling and Animation.
He is the founder of the Computer Animation program at James Madison University where he is currently teaching.


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