Guide to realistic Head Modeling:
Another awesome link we were shown in class!

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Guide to realistic Head Modeling:
Another awesome link we were shown in class!
This has some really awesome links to portraiture sculpting
I took these images from a digital tutors model that came with the mastering topology series. I kept this guy open in a separate maya tab and worked on Natasha in another, which you shall see. It really helped when I started to work out the best positions for my poles to be in and helped when I started to carry my polygons around the rest of the head from the nose, mouth and eye.
This model was probably one of the closest to my poly count, and that’s why I chose it. My resolution is in between this and a lower resolution model so it wasn’t too difficult cutting geometry off to create better topology.
Alec advised us to have a look at Peter Adamson’s work from Billy Goat Entertainment. It’s pretty interesting but he works in a lot of different softwares than the course I’m on. I’d like to try out zbrush over summer though.
He has experience in Autodesk 3DS Max, Adobe Photoshop, Pixologic Zbrush, various other applications, traditional Drawing and anatomy.
http://www.peteradamson.co.uk/
http://www.peteradamson.co.uk/PeterAdamsonCV.pdf
In this post I simplify the head into its basic forms and show how to construct the forms from any angle
A nice tutorial I should try out sometime!
Some really beautiful captures from Andrew Loomis’ work on how to draw female heads. I’ve done some sketches of Natasha already but I can’t seem to capture her well in real life studies rather than looking at images.
Loomis, Andrew. Drawing The Head And Hands. New York: Viking Press, 1956. Print.
A really nice pinterest board on some facial anatomy. Some freaky images but interesting all the same!
Mastering Topology
This digital tutors series helped me a hell of a lot! I would not have been able to model our character, Anam, for our final animation, or this head model without it. I would recommend it to everyone who is starting out with modelling. Was really useful.
Removing N-Gons
Smoothing subdivides the quads.
N- any number over 4
Way of selecting N-gons- Select mesh, mesh, cleanup, select matching polygons, gons with more than 4 sides.
How to fix- Multi-cut tool or split polygon tool.
Working with Triangles
Mesh , cleanup, choose n-gons and 4-sided polygons.
Shift, drag over model- inverts selection.
Leave ear canals open when modelling.
Working with Poles
Valence- how many edges are coming into a particular point/vertex. Try to keep this to 3 or 4.
Sometimes there is pinching where poles are trying to smooth.
It’s okay to have poles around the eye and mouth- in parts that aren’t animating as much:
Rerouting Edges
Where edges are- where it can deform (wrinkles around the eyes, laugh lines).
Move edges so it can bulge up in these areas.
Stick to wireframe mode.
Exercises I followed to help form good edge loops along with the video. The last image I did alone:
Facial Loops
Eye- cv curve tool around the eye, same vertices on either side. Hit enter. Surfaces, edit curves, rebuild curves (keep cvs on, fix vertex). Duplicate and resize to fit the eyeball area. Shift select both, surfaces, loft.
Isoparms- pulling parts in and out to shape more. Edit nurbs, insert isoparms. Use hulls to shape.
Modify, convert nurbs to polys- quads. (per span-isoparms 1, 1, tessellate).
I created this from one of the exercises:
Geometry Reduction
Cutting polygons off (kite/diamond shapes).
Connecting geometry.
An exercise I completed:
Resolution for Animation
Have enough resolution for things to move and bend (knees, elbows, feet, tail).