Something for a update.

I had done a few head modelling with 3Ds Max. But when I switched to Maya, I was pretty lost. In 3Ds Max I used plane modelling for the heads. Now in Maya, I decided to take up the box modelling method.

This is how I came up with my character.


First I started with a simple box.


Smooth it once.


Pull the bottom vertices to shape the box like a head. The middle line will be where the eyes are.


Cut a line to mark the nose.


Turn to side View. Shape the back of the head to look like a skull.


Delete the bottom back polys.


Shape out the jaws.


Turn to Front View. Select half the head and delete them.


Use Duplicate Special, set the Scale of X to -1. Be sure to select Instance for Geometry Type.


Now you have a full head again. But you juz have to work on once side of the head and it will reflect on the other side. Its like the symmetery modifier in 3Ds Max.


Now shape the front view to look like a human head by pusing the side of the jaws and make the head rounder.


Cut a new line in near the center line. Select the middle 2 polys and extrude them. This is the nose.


REMEMBER to delete the middle polys created when you extrude. Its inside the nose. Its easier if you had given one side of the head a new layer like I did. This way you could set one side of the head as template view thus making it easy to select the polys without having to move the nose.


Make an inset loop at the eyes and mouth area by extruding the polys and rescale.


Shape out the nose. Be confident in cutting new lines. Its good to study the wires of head models made by other modellers. Head topology is important.


Cut lines around the eyes and shape them. Make a few more loop around the eyes for the eyebags. Try not to make too many lines cut through the forhead or into the cheek area.


Shape out the cheeks and cheekbones.


Done! You have a head! Juz keep adjusting the vertices to shape it to your liking. I did not include screenshots of the mouth here. Basically you cut more loops around the mouth and shape it. Extrude inwards to create the mouthbag.


Ready to make the neck?


Select the edge around the hole of the neck area and extrude.


The body. Make a new box and smooth it.


Extrude the side polygones to make the deltoid.


Continue to extrude for the arm.


Cut lines to shape the biceps and triceps.


And the forearm. Extrude the bottom of the chest to make the abdomen.


Yeah more extruding. The legs.


Cut lines to mark the knee.


The rest is all about cutting more lines to shape the profile. If you had been lazy to read all those crap above and scrolled to this point, lemme make it short. Basically you extrude from a box to get all the basic shape and create major features. Then you cut lines to shape out the profile. The rest is really up to your knowledge, research and art sense, or so they call :)