Character Process Page 2

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Now I am going to disobey everything I taught you about box modeling. For the head, start with a box. There are several reasons for this. One is that the head does have planes. Many people think of the head as round, but it has definate planes that it is broken into. the box helps define these planes. It also fits into the process of dealing with the head in quadrants. There is a special box to use though. Not just any box can be versatile enough to use for a human head, no no! This box must have one lenght and width division, and two height divisions. The reasoning for this will become evident, but trust me, it works.

Now like a bad boy, I went along way without saving between the last step and this one. Normally I save a new file about every 5 minutes, but I went kind of long in betwen on this one. I am doing all these screen grabs after the fact, so I can only capture from the files I saved at. I hope you can see what I did though.

The top division line becomes the top fo the brow, and the back of the head. The lower one becomes the tip of the nose, and the lower edge of the skull. the lower block should be deleted from your box so that it now as 2 quadrants in the back, and 3 in the front, when viewed from the side. In the mouth, I started defining the lips and then the nose in sections. I dont do an all over approach, but more a fine detail on one section, then move on, and so on.

Below, I started to draw in the lines of the cheek. I know that the detail is a little high here, but I like to be able to take away versus having to go back and add in detail on an area I already finalized. I did this all over the model, as an exercise on realism, as well as anatomy.

More detail in the cheeks.

started on the eye brows
more detail under the eyes
Now that the face is detailed, I went in and started rounding out the back of the head, as well as the forehead.
For the ears, I did them too quickly and there were no saves for me to screen grab. I created a box just like the one I make for my heads. Two division from top to bottom and one from front to back and one from side to side. I deleted the faces that were facing the head for when I attached it to the head. I used the peaks and valley's technique to define the topology of the ears inner detail.
The hair is a separate piece so that I could really get the neck attached correctly, and so I could play with different ways for the hair to look. I delted the faces under the hair when I attached it, but I could have left them in for a bald character, and just alpha out the hair. (alpha is the term for transparency in gaming)

Page 3 the Hands and Feet