Creating the Mouth
Modeling a Low-Poly Head
Refining the Forehead, Chin, and Cheeks
Creating the Eyes
In
this lesson, your character will see the world through the eyes
you sculpt. You must first carve the area containing the eye socket
and orbicularis oculi muscles, responsible for closing the eyelids
and lowering the brows. Then, you progressively shape concentric
edge loops to match the eyelids and insert some eyeballs.
Define
the eye muscles:
- Continue
working on your file from the previous exercise, or load the file Low_Poly_Head03.max found under \tutorials\low_polygon_modeling.
-
Go into
Vertex sub-object level, and then click Cut and create an horizontal
division across the eyes starting from the nose bridge.
- Following
the same technique, create three continuing edges from the same
point of origin.
These edges roughly limit the extents of the
eye muscles.
- Divide
the nose root in two to better define the procerus muscles.
- Adjust
the vertices around the eyes to encompass part of the brows.
This is a starting point in delimiting the eyes
from the rest of the face. Once they are completed, you will integrate
them to the other elements.
-
Go into
Edge sub-object level, and then select the first edge you created
that runs across the eyes.
- On
the Edit Edges rollout, click Remove.
Define
the eyelids:
-
Go into
Polygon sub-object level, and then select the polygon covering the
eye surface.
- On
the Edit Polygons rollout, click the Inset Settings button. In the
Inset Polygons dialog, set Inset Amount to 5. Click OK.
-
Go into
Vertex sub-object level and adjust the new vertices to roughly match
the reference images.
-
Go back
into Polygon sub-object level, and then on the Edit Geometry rollout,
click Repeat Last.
Another concentric edge loop is created.
-
Go into
Vertex sub-object level and adjust the vertices so they border the
eyelids.
-
Go into
Polygon sub-object level. The eye polygon should be automatically
selected (if not, select it). Click the Bevel Settings button.
- In
the Bevel Polygons dialog, set Height to -1.5 and Outline
Amount to -2. Click OK.
- Press
the Delete key to
remove the eye polygon. You will soon replace it with the actual
eyeball.
Insert
the eyeballs and refine the upper eyelids:
- Create
a primitive geosphere and place it following the reference images.
Adjust its size approximately.
TipA geosphere
has fewer polygons than a standard sphere, making it an useful alternative
if you need to optimize your polygon count.
- Adjust
the vertices around the eyeball so they surround it without touching.
For a natural look, the eyelids should be bordering the eye's iris
and pupil.
-
Go into
Edge sub-object level and select five ring edges shaping the upper
eyelids.
- Use
the Connect tool to join them together.
- Use
the Cut tool to link the new upper eyelid edges to nearby vertices.
- Drag
these new edges forward to build some volume in the upper eyelids.
-
Go into
Vertex sub-object level, and then, to better tuck the lower eyelids
under the upper eyelids, use the Target Weld tool to merge two vertices
together. This will also eliminate a five-sided polygon.
- Exit
sub-object level and select the eyeball itself. Copy its position
on the X axis.
-
Hold Shift and drag the eyeball to the
other socket.
This creates a duplicate of the object.
- Paste
the original eyeball's X position onto the X field of the duplicated
eyeball. You must enter the value as negative because the new eyeball
is on the other side of the central axis.
- Save
your file as My_Low_Poly_Head_Eyes.max