Note: This is a mirrored copy of the tutorial, originally written by Arild Wiro and posted on http://www.secondreality.ch. The copyright is owned by Arild Wiro.

Tutorials

    Subdvision Head Model
   
Boxmodelling of a female head

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This tutorial will show you how I prefer to boxmodel and subdivide a stylized female head. This technique is best suited for those that prefer to see a rough representation of their models from the start or if they aren't neccesarily following a sketch, i.e. "freestyling". 

If you rather like the model poly-by-poly method I find the tutorial by Michel Roger invaluable. In fact it is one of the best tutorials I have seen on this subject (an English translation can be found at 3D total)  

The idea of this tutorial is to create a head where all edges flow in the direction of muscles so expressions can be formed fairly simply for later animation. Basically this means having edges flow around the mouth and eyes. 

This tutorial was done in 3ds max 4 but the technique itself is usable across any 3D software that supports subdivisions / meshsmoothing. It assumes that your software also supports the selection and splitting of edgeloops and edgerings although traditional cutting will work too. It's just so damn much slower...

Knowledge about the following is expected:

- Subdivision surfaces
- Edgeloop and Edgerings
- Quad polygons

You can learn more about this from here:

Subdivision techniques by Bay Raitt and Greg Minter
Tamas Vagra's subdivision pages
Spiraloid forums

The steps are color coded:
red means something has been added
green means something has been moved or extruded
blue means something has been deleted

Now that that's out of the way, lets start!

 

 

1)

The first step is a cube divided in 2x2x4


       

 

2)

The cube is then spherified, either by hand or in this case with a modifier in 3ds max.
It makes more sense to start from a spherified cube than from a sphere primitive because you don't get any poles and all faces are kept as quads.

Alternatively you can also start with a 1x1x2 cube and subdivide once.

       

 

3)

I now delete the one half of the sphere and instance-mirror the other side so whatever I model on the left is automatically updated on the right.
The basic shape of the head is pulled out of the sphere.

       

 

4)

An edgeloop splits the polygons where the eyes go.

       

 

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Copyright 1999 A.Wiro

Note: This is a mirrored copy of the tutorial, originally written by Arild Wiro and posted on http://www.secondreality.ch. The copyright is owned by Arild Wiro.