3D Discussion Forums
  3D Studio Max
  Animation Master
  Cinema 4D
  General 3D
  Lightwave
  Maya
  Poser
  Rhino
  softimage
  Shockwave 3D
  truespace
  Classified Ads
  World Builder
  Chat

3D Information
  3D FAQ
  3D Industry
  3D Schools
  3D Studios
  3D Stores
  Mail & Forums
  Mags and EZines
  News Groups
  Other Sites
  Reviews
  Render Farms
  Spectrum
  Wave Report

3D Software
  Modelers Commercial
  Modelers Shareware
  Web 3D
  CAD 3D
  Terrain Generation
  Converters
  Compositing
  Image Processing
  Multi-Media
  Misc Tools
  Lip Synch

3D PlugIns
  After Effects Plugins
  Adobe Premier Plugins
  Cinema 4D Plugins
  EI Universe Plugins
  Lightwave PlugIns
  Max Plugins
  Maya Plugins
  Rhino3D Plugins
  softimage Plugins
  truespace Plugins
  PhotoShop Plugins

3D Community
  3D Studio Max
  Carrara
  Cinema 4D
  Lightwave
  Poser
  Shockwave 3D
  Strata
  truespace
  ZBrush

3D Objects
  Commercial Objects
  Free Objects

Textures
  Commercial
  Free

3D Books
  3D Animation
  3D Programming
  3D Studio MAX/Viz
  After Effects
  Bryce 3D
  Carrara
  CAD
  Cinema4D
  Director
  Electric Image
  Form-Z
  General
  Lighting
  Lightwave
  Mac
  Maya
  PhotoShop
  Poser
  Ray Dream
  Renderman
  Rhino
  softimage
  truespace
  Web 3D

3D Programming
  DirectX
  Engines & ToolKits
  OpenGL
  Visual Basic
  Java
  Delphi
  Other Languages
  Game Development
  General
  Plugin Devel - truespace
  Plugin Devel - Max
  Plugin Devel - Lightwave

3D Hardware
  3D Scanners
  Chips
  Digital Video
  General
  Immersion
  Motion Capture
  Video Boards
  Systems
  Sensing

3D Galleries
  3DLinks Gallery
  Gallery Links
  Animation Gallery

3D Tutorials
  3D Studio MAX
  Animation Master
  AutoCAD
  Bryce
  Carrara
  Cinema4D
  Combustion
  Lightwave
  Maya
  Misc 3D Tutorials
  Poser
  Photoshop
  Povray
  Ray Dream
  Rhino
  softimage
  Strata
  truespace
  Vue D'Esprit
  VRML
  World Builder
  ZBrush

Contact
  Contact Us
  Advertise
  Privacy Statement
  Suggest A Link
  Link to Us

Search
  Site Search
  Wave Report

 

 



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.

Creating the Eye Area

Since the original curves start in the mouth, they are not really facing in the right direction for modeling the eye lids. In order for the lines to follow the direction of the Orbicularis Oculi, the circular muscle circumscribing the eye, it makes more sense to cut a hole for the eye. The eye lids are modeled separately and then welded into the eye hole.

Figure 7-34 shows the area around the eye that should now be modeled. It can be made from a spline cage or a series of concentric points that are connected to form polygons. Be sure to add an extra row of points for the thickness of the eyelid. These will form a shape that extends into the eyeball.


Figure 7-34 The area around the eyeball is modeled separately.

The next step is to cut holes for the eye sockets. Select the points around the perimeter of the eyelid shape that you just modeled (Figure 7-35).


Figure 7-35 Points along the perimeter of the eyelid mesh are selected and copied.

Copy and paste the points into another layer. Select the points in order and make a polygon out of them. Make the eye lid model visible underneath this layer. Enlarge the polygon somewhat like the one in Figure 7-36.


Figure 7-36 After copying and pasting the points into another layer, they are made into a polygon which is then enlarged.

Make the head mesh visible in the front layer and hide all the polygons except for those around the eye socket. Make the eye socket polygon visible underneath the layer with the face (Figure 7-37). Use a 2D drilling operation to cut a hole out for the eye socket.


Figure 7-37 The outline of the eye socket is drilled onto the face mesh and then cut away.

After drilling the eye socket hole, weld any extra stray points around the hole opening. Paste the previously modeled eye lid object into the layer containing the head (Figure 7-38).


Figure 7-38 Once the eye socket hole is cut out, then paste the eyelid model into the face mesh layer.

Select the points around the perimeter of the eye lid object and the edge of the eye socket hole. Create connecting polygons between these two objects so that the eye lids are now part of the same mesh as the face (Figure 7-39). Connect or weld any extra points so that you only have three or four-sided polygons.


Figure 7-39 The upper eye lid folds under creating a line that should be modeled by splitting the polygons with extra points.

Figure 7-39 also shows how the eye lid folds under creating a thick line. It is very important to model this part of the eye lid since it gives a lot of character to the face. Insert extra points in an oval direction around the eye lid, select them in order, and then split the polygons. Once you have several extra half oval lines on the lid, then you can move them forward and back to form the eye lid fold. Approximately three or four sets of semi-oval lines make up this form.

The next step is to model the eyeball.


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.


Bottom Banner always Free!


© 1997-2007 International Computer.
All rights reserved. Duplication strictly prohibited without permission.