This tutorial will cover making the interior of the mouth and the ear.
As we are working towards a low poly character we will need to rely on texturing for much of the interiors details. We will, however, be adding teeth so we can have more expression at a later point.
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If you have all the things we added at tyhe end of the last tutorial still applied it is best to take them off. Delete the meshsmooth and UVWMap if you added them and swing around to somewhere wwhere it is easy to select the edges of the lips. We will be shift / moving these into the mouth to start building the interior.
As there is no real reference to the inside of the mouth we will basically be going from previous experience. I assume you have an idea what a mouth looks like :)
Move the vertices in a bit, then scale them up (all three axis at once) and the view the front viewport. Move the edges you have just created so that the ones overlapping the centre line is back in line. Temporarily hide your two reference planes if you need to. |
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Grab the edge vertices again and copy a few more polys in. I've marked on the images the key points to consider when modifying them. The red is the line that would be folling the centre line, much like a cross section of your head. It is a good point of reference in regards to starting the mouth curve.
The blue lines are the bottom and top of the teeth.
The e3nd area (close to a closed triangle is where the edge of the mouth (remember the little square at the corner of the mouth?) and the teeth meet up. As this area isn't seen there is no point addding more detail, but if I had more polys to play with I would make an extra poly between the edge and the teeth, just to keep it cleaner. For all intensive purposes though, this will suffice. Note how the teeth curve around the contour of the face. |
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Before going the next step I cleaned up the teeth a little by selecting the Use Selection Centre tool ( ) by holding down the Use Pivot Point Centre tool ( ) on the top toolbar and then selecting the 2 edges that would line up together, scaling the edges to line up straightens the teeth and makes things easier to move from here. I also made sure they were flattened. Make sure you use the right axis restrictions. I didn't use scale in all axis for example.
Now we will create the polys that we cheat the interior of the mouth with using textures. Grab the edges of the teeth polys and move them deeper into the head area. Quite a distance in relation to things so far, then join the vertices at the end so that it closes off the back of the mouth. After that, create the polys that would close off the edge to the teeth, and then curve the back vertices.
Once again Red signifies the cross section of the centre line, Blue is the teeth line and Gree displays the back edge of the mouth. Tweak the inner mouth to suit what you feel is right. |
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Once that is done we can mocve on to the ears. Move to the left View port once more and unhide / Freeze the image planes once more. As you can see I moved the polys in a bit from where they were that was simply to give it some space and the model looked odd with such long polys after such a semi detailed front. We'll look into cleaning it up after the ears are done.
Once again as it is a lowpoly character we will be making some compromises in detail for the ear in relation to polys VS texture. We will however be adding SOME detail.
I will display another method of creating a model here for interests sake by using create Vertex and then creating the polys using them. Select the vertex tool and create button, then start to place vertices at key points along the main contours of the ear where we would otherwise be making edges. Make sure to note it is a low poly character. Here is my example. It's pretty rough, but we'll tweak it as we go along. |
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Once the vertices are done you can join them up with the Polygon create tool. Make sure you follow the countours of the ear.
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As there is no real reference for what the ears depth axis is like you will have to improvise. Once again use your own ear as reference alongside looking at the contours of the reference material.
Firstly though, move the ear vertices in line with the side of the head. Then move the vertices along the third axis to replicate the depth of your ear. Your ears will probably come out the side of your head (at least to some point) like mine, so take that into consideration when moving your vertices.
I have also moved the inner ear vertices back up underneath the outer rim vertices.
And finally, I selected the edges of the outer rim (except for the part that joins the head) and shift / moved them to get the back depth. |
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OK, the main difficult areas are done. All you need to do now is flesh out the rest of the head. Initially I will be making it as if I had no hair, but after that I will add what I need to have it. I shall leave it to you for the most part to complete this, although I'll screenshot the progress as I go along.
This shot, for example, completes the area around the ear by shift / moving edges and creating polygons. The top of the head is the forehead flipped, cutting a lot of poly creation out. Once mirrored you can tweak as you need to, but with a good base already laid out.
To mirror selected polys, select the polys you want to mirror and use detach from the modifier panel and select clone. Deselect your current object and Mirror the new poly object, adjust their position and then attach the two models. Weld the vertices accordingly. From here it's pretty easy to finish off the head. |
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And here is the end result, the very basics of the head. From this point you can now start tweaking if need be. There are a few things to note at this point though.
a) The polycount is quite high for a head. At 456 faces for HALF the head, that's more than a 3rd of the allotted polys for the whole character...just for the head. So we are going to have to cut this down considerably. To do so it is simply a case of using weld target under the vertex tool in order to join the polys that aren't needed.
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Here is the final head after some tweaking of polys. At 356 polygons it is certainly better than it was, but possibly not as good as it could be. Seeing as I would like to keep the head a tech arm as the most detailed areas however, I will keep the head as it is for now.
Now, with the head done for the moment lets move on to the Body! :) |
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