How To Begin
Now that your designs and references
are prepared, it's time to take the first step. Where to start?
Different people have their own preferences. Some start from the
eye or mouth, assembling the pieces into a full head. Others build
the entire body as a rough shape first, then hack it into shape
by slicing and adding detail. There is no universal "standard" or
"best" way, so find your own through experimentation. For the beginner,
it is probably easier to treat the head and body as separate parts
to be joined later. In this way, you can focus on just the face
or the body structure. But always bear in mind how the parts will
be joined, as well as their relative proportions.
Head Over
Heels
The easiest way to make a head
for the novice is probably to add a sphere. From there proceed to
modify the shape into a more head-like form. If you can't model
facial details yet, simply apply a texture map! My first character
models were all done using this method. As you progress in modeling
skill, try to create the eyes, mouth... etc, using actual geometry.
Here are some images depicting
the steps I took to create a "realistic" head of Angelina Jolie
as Lara Croft. I started with some scanned photos found off the
internet, which I cropped and sized to fit two reference planes
forming a cross along the vertical axis. Starting from the front
view, I built the facial features point-by-point and poly-by-poly.
I alternated between to the front and side views to create the profile,
adding depth to the flat face outline I started with.
Steps in modeling. Two planes mapped with reference
images can help establish proportions
In this example, I created a flat face by tracing the outlines
of the background image and constructing polygons by hand
Switching to other views, I then moved the points to create
depth in the face. Separate portions of the facial features
are then joined by creating polygons to full the empty spaces
The final look should be checked from all perspectives
As you can seen, this method
allows good facial detail but it requires patience and a good understanding
of the human head in 3D space. There are many tutorials available
on-line that goes in-depth into the various methods of head modeling.
Check them out:
Head
modeling by Veli-Antti Rautiola
Eye
research by Graham McKenna
Modeling
an Ear by Todd Grimes
Click here for page three