Home › Forums › General Discussion › The most practical way to create a face/head in Max?
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09/06/2004 at 8:03 am #3238AnonymousInactive
Has anyone got any advice for me on the easiest and most common way of creating a “human” head in 3ds Max???, I’ve got the architecturial side of things, it’s just the organic side that keeps holding me back?, any advice would be appreciated
cheers
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09/06/2004 at 8:37 am #12550AnonymousInactive
“Box Modeling” is the usual way to model a head. Its hard to explain but you basically start out with a box with a certain amount of segments, then you convert it to am editable poly and make “cuts” in the model to allow you to add detail.
Try the tutorials section in 3D Total , they usually have a lot of good tutorials.
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09/06/2004 at 8:40 am #12552AnonymousInactive
I find spline modelling and surface tools most intuitive, and they work really well for organics. When youre working on complex models of any sort, reference is most important. Check out http://www.3d.sk or http://www.fineart.sk for some reference, or ideally snap your own with a camera. You need at least a profile and front view, but the more reference you have the better.
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09/06/2004 at 8:58 am #12553AnonymousInactive
There are many differant techniques, its just a matter of finding one that you find the best and most intuitive for you.
Try many different tutorials.
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09/06/2004 at 9:06 am #12555AnonymousInactive
I am familiar with box modeling it’s just that just when everything is coming togehter nicely, something always manages to go wrong! for example the other day I had the Head Of Hatori Hanzo half modeled and then towards the end i noticed that at the back of his head there was a massive gap! and I couldn’t fix it!!…. was this because I streched the poly’s to much??
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09/06/2004 at 9:08 am #12556AnonymousInactive
Is there anyway to “multiply” a spline? say for instance you created the shape of a head and gradually rotated the spline so that it would be 3dimensional, its hard to explain here but it just seems more practical than a box head??, maybe
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09/06/2004 at 9:44 am #12559AnonymousInactive
Yeah, providing your spline has just enough verts to be moved into the profile shape, the front shape, the 3/4 shape and the shapes inbetween
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09/06/2004 at 10:09 am #12562AnonymousInactive
and then towards the end i noticed that at the back of his head there was a massive gap
You probably tried to move a vert(s) in one viewport and didn’t realise that you had selected extra verts at the back of his head. This is something you have to be mindful of when editing verts, it is very easy to select one in the front viewport an unknowningly also select verts at the back of the head. This can happen a lot, especially when using a selection marque to select the verts.
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09/06/2004 at 10:29 am #12566AnonymousInactive
I noticed that… but selecting one vert and then using CTRL to select alternate verts is tedious, especially when you want to select large areas in the viewport.
problem:2
is there any way to mesh smooth a cut? without smoothing the poly, for instance if you had a box face, created a indented cut and wanted to mesh smooth it so that the cut would bend into the box,but wanted the box to say solid. can it be done? -
09/06/2004 at 10:46 am #12573AnonymousInactive
I noticed that… but selecting one vert and then using CTRL to select alternate verts is tedious, especially when you want to select large areas in the viewport.
It tedious, but its safe. ;)
If you do need to use a selection tool, then zoom in/rotate around the model to make sure only what you want is selected.On problem 2, I am not 100% sure, but I think you can use smoothing groups for this. Again, I’m not sure, I have never used them!
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09/06/2004 at 11:00 am #12575AnonymousInactive
Smoothing groups??, in the deformations panel ya?
hmmmm. isn’t there a new patch out for max??, I thought i read it in Edge?
Anyone know where you can download a trial version of Maya(for free)
Nooptical did you see Dr Jackal/Mr Hyde in Van Helsing???
christ he looked amazing! fully animated, surpassing Pixar!, in my opinion -
09/06/2004 at 11:11 am #12579AnonymousInactive
You probably tried to move a vert(s) in one viewport and didn’t realise that you had selected extra verts at the back of his head. This is something you have to be mindful of when editing verts, it is very easy to select one in the front viewport an unknowningly also select verts at the back of the head. This can happen a lot, especially when using a selection marque to select the verts.[/quote:7f74d89b8a]
Choose “ignore backfacing” when selecting verts to move, this avoids the inadvertant selection of vertices on the far side of the surface you’re working on.
is there any way to mesh smooth a cut? without smoothing the poly, for instance if you had a box face, created a indented cut and wanted to mesh smooth it so that the cut would bend into the box,but wanted the box to say solid. can it be done?[/quote:7f74d89b8a]
Not sure I understand what youre trying to do, you can localise a meshsmooth by selecting the appropriate faces-> add meshsmooth_>turn off apply to whole mesh. If you want the box to stay solid you may need to weld verts around the cut before you meshsmooth. Hope this helps, not sure if its what you’re talking about.
Anyone know where you can download a trial version of Maya(for free)[/quote:7f74d89b8a]
On the official alias site, Maya Personal Learning Edition is free for non commercial use, although it uses its own file format and rendering is watermarked.
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09/06/2004 at 11:21 am #12581AnonymousInactive
Yup, forgot about ignore backfacing! ;)
I didn’t see Van Helsing, heard it was really pants!
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09/06/2004 at 12:22 pm #12586AnonymousInactive
Thanks Pete will try that tonight,and as for the Mesh Smooth problem, well the most obvious real life example I can think of is a Jet engine, you know the way the inner cone of the engine curves onto the outer cone, does that make any sense??
Van Helsing is pants, Put the Animation and character models are ace!
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10/06/2004 at 10:27 am #12633AnonymousInactive
How do you effectively link IK solvers to the torso so that you can manipulate the limbs from it?????
Thanks again pete that solution worked.
cheers
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10/06/2004 at 1:53 pm #12636AnonymousInactive
You will need to rig the character first. By rigging I mean create the bones system and then “skin”(using the skin modifier) the character. Then you can apply IK systems to it.
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10/06/2004 at 2:27 pm #12637AnonymousInactive
Right.
noopitcal, you know your samurai.. how did you create the mesh for the character or was it done in poser?
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10/06/2004 at 3:09 pm #12639AnonymousInactive
That was a simple poser model. I was originally going to try an model the human from scratch, but considering the main focus of the work was the armour I decided to concentrate on that instead.
I still have to finish it though!
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10/06/2004 at 3:12 pm #12640AnonymousInactive
If you use Character Studio, there is already IK worked into the biped rig for you. Saves a huge amount of time on humanoid characters.
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10/06/2004 at 3:16 pm #12642AnonymousInactive
You should finish it Noobtical! I saw it on your site and it’s looking deadly, what are you going to call him??
may I suggest a few names
Samonuske-
Hatori Hanzo-
Jubei-
Tom Cruise(really)-
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