This post looks at the techniques and methods used in the creation of the face for the base mesh.
Since I have very little experience in creating human faces, my first port of call was to find a tutorial that could help me create one. I found a brilliant tutorial for this, which I will leave a link for at the bottom of this entry.
Having found the the necessary tutorial, I created the same setup in order to follow it as closely as possible. These also made use of the tutorial images in order to make it easier to follow the workflow. An example of the setup used is shown below.
After the setup was created, I began to follow the tutorial. The modeller gave a lot of specific directions as to how each part of the faces topology should be created. Small steps were key to creating the whole model in a steady workflow.
The beginning stages were a little difficult to follow at first. Sometime the instructions felt misleading, either due to some parts being unclear or through following the instructions on the wrong side of the face. As this was face was going to be modified later on to fit the game's style, I didn't worry too much about getting the exact topology shapes, but instead going for a rough match that would allow for easy editing.
As the tutorial went on, the humanoid shape was starting to flesh out pretty nicely. From time to time I would also apply the turbosmooth modifier in order to get an indication of how it would look later on.
At this stage the head shape was getting to a point where I'd be able to manipulate to the style that I needed. I duplicated the half I was currently working on, and placed them close together to see an example of how the whole head would look. Note its best to work in halves so that any mistakes made on one half can be easily changed, instead of having to editing both halves of the model.
Satisfied with the current shape, I began to exaggerate the face in order to match the concept of the Dad. This included stretching out the chin, narrowing the eyes for a natural tired look, and elongating the face as a whole. It helped me to realise that certain features, such as the chin, would have to be worked on in Mudbox in the normal map.
It was at this point that the tutorial moved on to one of the more tougher parts of the head that needed to be modelled: the ear. The ear is not an easy shape to model, largely due to the curvature of its geometry. However, following the instructions as closely as possible, I was able to create an adequate ear that again could be further changed or touched up in Mudbox as needed.
With the head nearing the end of the modelling stage, the next step was to incorporate it onto the main base mesh, and then adjust the mesh to fit the two genders for the mum and dad. This will be explored in the next update.
Additional Note: Heres the link for the tutorial that I used to help create the face for this base mesh and an image example.
http://fastutorial.blogspot.co.uk/2009/10/3d-modeling-human-head-in-3d-studio-max.html











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