Today in our blog we will discuss how do 3d head modeling easily .
Creating a human figure is the most challenging job for any 3D artist ,
Human face has been one of the ultimate goals of many 3D artists done with 3d modeling.
The human face with bold and incredibly subtle movements communicates the entire emotional spectrum.
During face modeling artist focuses on the muscles of eye and mouth mainly as at these areas we focus more when we look at people’s face, they will also follow the flow of skin to create wrinkles at the right place during deformation.
Polygons are used roughly to model head.
It’s good to examine a face first before starting with the software, feel the bony part such as skull and jaw, then fleshy and fatty part cheeks and the chin.
There are many ways for Head Modeling a human face:-
Pre-Modeling:- Selecting a good quality reference photograph is the first crucial step in this process.
With bad quality of reference photographs we may face problem in modelling process.
Because there can be chance that our model look precisely fit in orthographic view but in perspective view it doesn’t look like the person in reference.
It is important to take the reference photograph of a person at the correct angle or else we will waste the time in adjusting the mesh to make it look right.
We have to take care of our camera’s focal length, the longer our focal length is, the more superior reference photographs we get.
The model gets thicker than our reference but we can always fix it in the perspective view.
Before importing the reference photograph in 3D application, we have to make sure that the image fit with each other i.e model fit with the front view and side view.
If needed correct the reference images in Photoshop or any image editing software.
Next we should take care of lighting so that we can avoid losing details.
Edge Planning and Topology:- Planning our topology before modeling is necessary or else we will get lost in maze of edge loops or lost control of our poly-count and end up wasting poly on unnecessary parts.
Firstly sketch the main shape of the head then the base.
In 3D modeling, topology is one of the key elements, especially in human face and head modeling.
A good flow of topology is one of the main key of successful head modeling.
Due to poor skinning and topology, the polygonal shape can turn to be bad.
With a messed up topology, our head model cannot do a single facial animation and even if it can, the expression will look very un-natural and distorted badly or require a lot of heavy skinning/deform rigging work.
During animation, the head modeling have more screen time with many close-up shots that involve complex facial expression animation like: smile, sad, anger etc all bring up different shapes and deformations stages of the face.
A good topology helps us to create decent result with less poly count.
A good and smart topology helps our head modeling to be able to deform well into to any realistic expression.
To achieve a good head topology, we should go back to our anatomy book and references to look at human face anatomy.
The shape of the head, wrinkles as well as expressions that are formed by muscles, shape of skull and the muscles that create the ‘smile lines’.
Artist should study the movement and shape of the outside skin not the muscle.
So the topology base should be on the major wrinkles; which is formed by facial muscles.
For head modeling start with the most identical wrinkles then building up intersected edge flows from that.
As most of human face are about 99% similar to each other in anatomy, so the topology would not change dramatically.
Keep Poly-count low
Utilize four sides as much as possible and use triangle when it is only needed, triangles saves us from unnecessary edge loop and faces
Stay away from poles or using more than 4 sides.
We may use poles in area that are less seen in the model.
The Polygon should always be square, no long thin nor diamond shaped (but can be used in wrinkles area)
The extreme bad case is working on topology running at 45 degree, the edge direction should not run across the curvature line of surfaces.
Polygon Modeling:- It is the basic and straight forward modeling method.
Start creating human face from shapes like cube, sphere or plane.
Cover or block out the overall shape of the head first and delete some unnecessary face and edge loop to form a basic topology and then work into detail by joining more edge and face around area like eye, nose, mouth etc.
Polygon Modeling allows us to have direct control over edges, faces and vertices.
It requires a lot of editing work and sometimes it does not work efficiently with surfaces that need high smoothness and accuracy.
Some artist prefers to draw curves that run along the prominent lines of the reference images and then edit these lines to form a basic head shape.
Then extrude around the lines and start building separated parts of the face and then connect them together, continue adjusting the object until you get the form of a completed face.
Sub-D Modeling:- This is similar to Polygon Modeling.
After we have our basic head model, we can go into detail by sub-dividing one more level to have more vertex for editing.
This method helps us in easy way of adjusting the overall shape of the object by editing at the lowest level of the mesh or object.
Zbrush/Mudbox Sculpting Software:- This Software can be used for head modeling; beginning from a zsphere or any rough head model and then continue with the details.
The advantage of this method is that we can detail our head model up to millions of polygon and the job of modeling and topology is separated.
The disadvantage of this method is that it takes a lot of time.
Polygon Modeling method is most common among all the head modeling method.
To create a 3 Dimensional realistic face, we need to work on successful model face from the start.
Hope you all enjoy the ideas and to know more about head modeling you can connect with our expert team @9836321595.
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