The Tutorial - Modelling the Head |
I will have to assume you have a basic understanding of MAX knowledge, although I do get down to the very basics. I'll cover as much as I can for those who have just jumped on the 3D bandwagon (what took you so long! :) but I can't guarantee I'll get everything in. So good luck to all and hope it's helpful to you. It is a bit tedious I'm sure for some (I realise I drag it out a bit) and I apologise for that, but sometimes covering everything enables you to pick up some of the small, yet very handy things to know. The things in bold, however, are the most important things to note. So if worse comes to worst, skim and then focus on that.
Once again I have to give credit to all those who have got me where I am from family and friends for support, and also the many people who use forums ( www.3dbuzz.com is excellent source by the way ) and of course all the tutorials I did manage to find along the way. Everybody is a legend in their own right, love your work! :) Now, back to the tutorial.
As I will be using my head as the characters head (mixing a self portrait project into the mix) I have the images handy. As a personal preference I use the following folder structure for my project. Keeping this standard keeps my projects clean and together and if I ever need it I know where to find things easily. Oh, by the way, my character is called Weaver :) Weaver
- Anims ( Optional : When you start getting into the animations it's sometimes handy to save the animation files seperately)
- HL2 ( Optional : The files used to export into Half Life 2)
- Maps ( For all final textures )
- Misc (Any loose ends that don't fit anywhere else )
- Reference ( For all materials pertaining to the creation of the character. Textures, photos, sketches etc.)
- Renders
( In progress and final renders )
- UT2004 ( Optional : The files used to export into UT2004 )
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OK, have your reference handy and open up MAX. This is where the real journey begins. So get comfortable :)
The reference you use can be multiple files or one file. As we will be using planes to map our textures onto we can therefore move the reference as we see fit. I'm going to use the one image similar to this one, although the distance between front and side is different so that they don't overlap. |
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I generally use the full viewport rather than the four views to work on as you get closer to the action. Select the Front viewport and use the in the bottom right panel to do so.
Create a Plane at whatever size (roughly what you think will be needed). Fill up the viewport vertically, and then make sure the plane is set to 0,0,0 coordinates. More so for the flip value when we duplicate half the head. Make the segment count on each axis equal 1 (as you don't need them and it just makes things look more complicated later, if only by a bit)
While we are here you might as well add the UVW Map. Go to the modify panel ( ) and apply one using the drop down menu. This should apply a Planar Map exactly the size of your Plane. What we need to do is match it to your reference, especially if you are using separate files. Select Bitmap Fit at the bottom of the UVWMap modifier and then select your front reference pic. THe map shoud change accordingly and we will line it up as needed after the next step. |
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Go to the Material Editor ( Hotkey : m ) and select a new material space. Expand the Maps pulldown to edit the Diffuse element (or simply press the box button next to Diffuse base colour in the top section ) and select Bitmap as the shader. Select your front reference pic and choose open, go to the root layer of your material using the pulldown just under the material slots and then press the Show Map in Viewport button ( ) just next to the pull down. Select your first plane and assign the material ( ). Close the material editor.
Press F3 to change the viewport from wireframe to rendered and you should see your image on the plane. If your image is not in the correct place, click on the UVWMap modifer plus symbol and select Gizmo and move / rotate / scale the Map to suit.
The quality of the map will be low res, if you want to fix this, to the detriment of performance of course, go to Customize | Preferences and then select the Viewports tab. Down the bottom you should have configure Driver, select this to bring up a window that has the Download Texture Size section. Click this to on so that your res image will be high res, but only when you restart Max (I couldn't get it to automatically update the quality). You should finish with the following.
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Follow this process again with your other views either from scratch or by holding shift and rotating the plane. Move the planes so that they look similar to the following. This way you can work in front of the image, without them getting in the way.
Right mouse click on each plane and go to properties. Deselect the Show Frozen in Grey button and then slect the Freeze option in the section above that. You have now set up your reference to start modelling. |
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Select the front viewport, make sure it's rendered format so you can see your reference and place one plane from the 0 point of the vertical axis towards the side you plan to work on. Go to the modifier panel and right mouse click on the listing and select Editable Poly. Press Alt-x with your object selected to go into ghost mode (making your object semi-transparent) and then press F4, to see the edges of your polygons.
This is the stepping stone to the rest of your model :) There are many ways to start, I start with one plane and build up from that, many start with a box, as that gets into the 3rd dimension from the onset and then refine it from the basic shape of the outlined 3D object. Personally, especially for Low poly models, every polygon matters, therefore I MAKE every polygon :) Slower, but MUCH more controlled :)
First stop low poly character, next stop the WORLD!!! *insert evil laugh here* |
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I generally make things using the Edit Polygon / Edit Mesh tool. These tools have a wealth of creation abilities that allow you to build up your character as I do. I can't cover ALL the methods, but I can certainly cover the main ones.
Firstly, and equal most importantly, is the edge tool ( ). Using this I hold shift, and move, in order to create more and more polygons. In this case, what we need to do is follow the flow of the face in order to get the desired result, and within the poly budget. I'm alotting 3500 polygons MAXIMUM for my character, preferably getting it around the 3000 mark. With computers as they are though I say you could get away with a 4000 poly character (but it would want to be a good one).
Note that when you are using Editable Poly, the poly count isn't necessarily in Triangles, which is what matters. To see what your ACTUAL poly count is, convert your model to editable mesh and then go to File | Summary Info. This has a lot of details that your scene contains. There is also a small utility that comes with max in the Utilities Panel | More called Polygon Counter (this also depends on if it is triangles or otherwise).
Here is the first area I have edited simply by Shift/moving the edges you can also note you can select multiple edges and shift / Move them all at once. Most important was following the line of my eye, and considering the depth of my face as I go along, in particular the nose and side of the head. This is still all on one plane though. We will be going to the 3rd dimension once we have developed this dimension further. Knowing the best lines to follow comes with practice, and a lot of tweaking once you start moving them into the z axis. I basically work from reference One then reference Two and then free hand tweaking. |
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Using the vertex mode ( ) I then move my vertices around to suit the face better, joining vertices as I need to. I use both Target Weld and Weld (by selection / area) in the modify panel as both have their uses.
I generally work around the easy areas first (that have less detail and therefore less polys) and then start working the detailed areas into those from there. You can tweak the easier areas a lot easier then the detailed.
I also use the Polygon tool ( ) to create polys by hand if need be using the vertices I have created by Shift / Moving edges and vertices. There isn't much point in me taking you through every single step as I go along, as in truth all I do is use the edge, polygon and vertex tools to create the front of the face on the one plane. I will however go through any bits I find of interest as I go along.
So here goes! :) |
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The poly count on this so far is probably going to be too high, but I'll keep it at that anyway until I know what the end result will be. I'd like to have a fair amount of detail as I plan to have facial animations in game.
As you can see I have left out the most detailed areas, the mouth nose and eyes. These areas have a lot more depth use, so they will need careful planning and potentially work into the Z axis.
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This is the detail in the eye. The eyelid has actually been doubled up as I plan to make my character blink in game for that subtle effect. Once I start to go into the Z axis, this will probably change, but the basics are there to flesh it out initially.
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The nose and mouth detail is displayed here. THe nose will need a lot more work once we start going to the Z axis, but the polys here should give me a good head start. The mouth I have only done to this point as I plan on making a semi-complex internal mouth, so the mouth can move and make expression of at least a basic nature.
Not how there is a small square like poly at the side of the mouth. A mouth, if it is to be opened, is not recommended to have a one point side of mouth it makes animation harder and doesn't look as right as would this. So keep that in mind.
That will pretty much wrap up this section. I could possibly do the neck now, but instead I will leave that until I get the main area done in the 3rd axis. |
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