Graphics Programs Reference
In-Depth Information
to translate your future studies of facial
anatomy into a 3D environment.
The method that is outlined in this chap-
ter represents only one way to work. It is
known as the detail-out approach. It begins
by modeling a small, detailed area of the
head (typically the eye) and then working
out from there. The detail-out approach is
arguably the most popular way to build a
head, but it's not the only way. There are
two other approaches that artists typically
use: box modeling and spline modeling.
Box modeling rivals the detail-out
approach in its popularity. This method
begins with a large, generic shape (typically
a box) and works the details in from there.
The third major approach, spline modeling,
is in many ways a hybrid of the other two
approaches. Spline modeling involves the
creation of a low-resolution cage to gener-
ate the overall form. After that the details
are modeled in. We'll take an extensive look
at the process of spline modeling a head in
Chapter 14.
I encourage you to try the different
approaches and find the one that works best
for you. Each approach has its advantages
and disadvantages. But be prepared —
there is no quick and easy way to do head
modeling. There are very few shortcuts,
and there is much that must be done by
hand.
The advantage of the detail-out approach
is that it gives the artist complete control
(quite literally) right from square one.
There is nothing that gets left to chance.
Anything that is out of place is that way
because of what the artist has done. Having
learned what to expect in this process, I can
now put a head model together in about two
to three hours (with the right music to jam
to as I work), whereas my first head took
nearly two days to build.
Note
While this exercise isn't necessarily compli-
cated, it does require that you follow the
instructions carefully . If you find yourself
struggling for whatever reason, make sure
you are following the instructions exactly .
(Yes, it is pedantic, but it is the best that can
be done without having me actually be there
with you.) If you have to backtrack to a point
where you know things were on track, that's
okay. Usually, getting off-track is a simple
matter of slipping past some simple bit of
detail.
Note
Actually, there is an easy way to do facial
modeling. Take an existing head you know is
modeled well, and start pushing points.
To this end, Objects\Chapter10\Head_
Base_F.lwo is the finished model of what we
create in this chapter. You may find that
while you need a human head for this or
that, you have no desire to sit down and
actually build one yourself. That's fine! Take
this guy and start “pushin' dem points!”
Note
Industry sayings:
There is no “Animate” button on a com-
puter's keyboard.
There is no “Model Human Head” button
on a computer's keyboard.
Note
Industry joke:
Q. What's the easiest way to do facial mod-
eling?
A. Pay someone else to do it for you.
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