Creating the Basic Head Divisions
 
 
 

In this lesson, you start shaping the rough volume of the head from a simple box primitive. The goal is to shape your initial object as much as you can to match the basic proportions of the references planes; this will help later on when you add details to the mass.

Align a box primitive with the reference planes:

  1. Continue working on your file from the previous exercise, or load the file virtual_studio_head.max found under \tutorials\low_polygon_modeling
  2. In the Perspective viewport, create a primitive box.
  3. Click the Move tool. Then, on the status bar, set the position values in X, Y, and Z to 0.0.

    This aligns the box's pivot point at the world origin.

    TipYou can set any numeric field to 0.0 or its lowest possible value by right-clicking its spinner.

    The box's pivot point is centered on all three axes.

  4. Go to the Display panel and expand the Display Properties rollout if necessary. Then turn on See-Through to make your mesh semi-transparent in the viewports.

    You can now follow the reference images as guides while modeling.

    TipUse the shortcut Alt+X to toggle See-Through mode.

  5. On the Modify panel, change the Length, Width, and Height values on the Parameters rollout so the box covers most of the neck and skull. You can use the outer grid from the reference images to guide you along.

    Adjust your box so it covers most of the head and neck.

  6. Set the Length Segs to 2, the Width Segs to 2, and the Height Segs to 3.
  7. Rename the box Low-Poly Head.
  8. Right-click Low-Poly Head and choose Convert to > Convert To Editable Poly from the quad menu.

    You could also choose to convert your model to an editable mesh and get still similar results. An editable mesh uses only triangular polygons while an editable poly can be composed of polygons of more than three sides. This means that a square polygon (composed of two triangle faces) contains an invisible edge, also known as a diagonal, as an editable poly, but not as an editable mesh.

    Both methods have their distinctions in their respective modeling tools and settings. They are meant to be complementary to one another. However, in this tutorial, editable polys are preferred because we mainly deal with quad polygons, which are better suited for good edge flow.

Add a symmetry modifier:

  1. On the Modify panel click the Polygon button.

    You are now at the Polygon sub-object level.

  2. In the Perspective viewport, select all faces on the inner side of Low-Poly Head.

  3. Press Delete to remove the selected faces.
  4. Click Editable Poly in the Modifier Stack to exit sub-object level. Then, choose Symmetry from the Modifier list.
    TipYou can also apply a modifier to a sub-object selection if you want it to affect only certain parts of your object.
  5. On the Parameters rollout, choose the Z axis. Any further changes will be mirrored along this axis.

Shape the head and extrude the neck:

  1. Highlight Editable Poly in the Modifier stack. Click Show End result On/Off Toggle to display both sides of Low-Poly Head while you're modeling.
  2. Go into Vertex sub-object level. Adjust your mesh vertices in the Right viewport to match the reference image.

    The positioning of the vertices following the reference image is mainly based on the face's key features, such as the top of the ear and where the forehead meets the hairline. Even though these are only the first steps in this modeling exercise, providing good anchor points to start from can guide you later on when things get more complex.

    Tip To make sure to select all overlapping vertices, click Rectangle Selection Region and drag a region around the desired vertices; this will select every vertex within this defined region.
    TipTo quickly access the different sub-object levels, use the shortcut keys 1,2,3, and 4.

  3. Select the two vertices sticking out in the neck and click Edit Vertices rollout > Remove.

    While pressing Delete deletes the sub-object selection as well as any immediate sub-objects (such as edges and polygons), Remove eliminates only the sub-object selection and then combines the polygons that use them.

    TipYou can also use the shortcut Backspace to remove a vertex.

  4. Continue adjusting vertices in both the Front and Side viewports to better define the volume of the head.
    TipUse the shortcut Alt+W to quickly switch from single-view to quad-view, where you can see multiple viewports.

  5. On the Display Properties rollout of the Display panel, turn off See-Through mode.
  6. In the Perspective viewport, select the vertex located where the neck starts.

  7. On the Edit Vertices rollout, click the Chamfer Settings button. In the Chamfer Vertices dialog, set Chamfer Amount to 50 and turn on Open. Click OK.

  8. While the resulting vertices are selected, hold Shift and click the edge button on the Selection rollout to convert your sub-object selection to border edges.
  9. In the Right viewport, hold Shift and drag the edges down to create a neck extrusion.
    TipToggle See-Through mode to help you match the edges to the reference image.

  10. On the Edit Geometry rollout, click Cut to enable the Cut tool. Use it to create two sets of new edges down the neck: one starting from the face and the other from the back of the head.

    The neck now has the same amount of faces as the head. Click Cut once more or right-click in the active viewport to exit the Cut tool.

  11. Go back to the Vertex sub-object level and adjust the vertices to round out the neck.
    TipUse the Top or Bottom viewport to help you place the vertices.

  12. Save your file as My_Low_Poly_Head_Basic_Divisions.max

Next

Creating the Nose