What a hunk?
Now I know what your all thinking, "hang on, there are already
tutorials on this!". Quite true, my friends, but the ones that I have seen
only show you the making of the face. Also they did not look particularly
realistic, but admitidly were only done quickly. This head, on the other
hand took two days to finish and I spent my time getting it to look as
good as I could.
Those wonderful things called....... Patches.
Wow, these things are great! If you have not looked at patches yet
prepare to do so now. Patches are small grids of mesh controled by a
lattice, a bit like the one in the deform tool on 3DS4. A patch is moved
and distoted by changing the shape of the lattice, either directly or by
means of a bezier vertex at each corner. They can look a bit mad after
you've played with them for a bit, so I find it much easyer to see what
I'm doing if I turn the lattice off, you can get by fine without it. You
should also know that if you right click on a vertex you can change it
from curved bezier to a bezier corner. This allows you totaly independent
control of each patch even when lots are joined together. Patches can be
joined together by the usual vertex welding methed, but the best way is to
grow a patch off of an existing one. This is done by selecting
sub-object edge, picking an edge of your patch, then select add
quad or tri patch this adds a patch to the existing one and blends
then together seamlessly. This technique forms the basis of this tutorial.
O.K ramblers, lets get ramblin'
I'll change this picture soon so you can see what the hell is giong
on!
First you need to have a picture or sketch to work from, at least a
front and side view. Then you will need to make a spline layout of you
head. Just use the line tool to create the front and side views. The
bottom vertex of your side view should curve round to meet the bottom
vertex of the front, arrange the verticies to give you the line of the
jaw. Place as many lines as there are important features on your face eg.
sides of the nose, outline of the lip, curve of the cheek bone and so on.
Put all of these lines in 3D space exactly where they will be on the
finished head as these are going to be you template to work from. Rotate
the outline head in a user viewport and you should be able to visualise
the fleshed out version quite well. The start of the patching up.
The diagram looks to have jumped quite far on doesn't it? Well once
you've got the hang of adding patches together, it's quite an easy step to
do the rest. Start by creating a small patch by the chin. (You dont have
to start here,but it's an easy place to begin) Go into vertex mode and
move the verticies and bezier handles so that your patch matches up with
your outline. Ajust the handles so you have a nice round chin type shape.
Then switch to edge mode and select the left hand edge (the one leading to
the cheek area). Click on add quad patch, go back to vertex mode and
position the vertecies again to match up with the outline. To get to this
stage took me around 7 patches, but use as many as you feel you need to
get the shape right, you can always optimize the mesh later. When you need
to join a patch to 2 edges, add it as normal to one of them and then weld
the remaining verticies together.
A nose by anyother name.....
The nose and lips were made in just the same way as the rest of the
head, just by adding patches together. But I found the nose especialy to
be quite difficult. You will need to spend some time to get it to look
just right. Tri patches can be useful here, they are not only made up from
triangular faces instead of quads but when added to another patch are also
triagular in shape. Great for filling in those anoying gaps. I ended up
using 2 or 3 on the end of the nose.
Half a head is better than one......I think?
Carry on adding patches until you reach this stage, no other techniques
qre needed and no special rules apply. The biggest tip I can give is to
take your time. You will know as you are building it if that patch you
just added is right or not. Building patch heads is slow but rewarding, if
you've made it to this stage and it looks good, you'll be feeling pretty
jazzed and won't mind carrying on!
A neck of the gods me thinks!
These two shots show the laying out and patching of the neck. Just the
same as you did for the head, draw out front and side views of the neck
with splines. Then carry on adding patches from the line of the jaw down.
Straight down the middle, it went straight down the middle......
Now comes the time to mirror the sucker! Turn off sub-object and mirror
the head with a clone option. You can now attach the two patches together
under your edit patch modifier. You will now need to weld together all the
verticies floating about down the middle of your head. You could select
all of them and do them all at once I suppose, but I did them one set at a
time just to be on the safe side. And there you have it a whole head! Now
don't you feel better?
Now for a splash of colour....
You will have noticed that he now has eyes and ears too. Nothing too
flash, the eyes are just spheres with hemi-spheres for the lids, you could
do them in a more realistic way, but I qute like the comic book look this
gives him. The ears are made from patches, I racked my brain trying to
come up with a quick and easy way to make good looking ears, but I
couldn't. If you can please let me know! A quick splash of flat colour and
we're almost home.
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