Notes and sample model created by Dennis Hawthorne
February, 2005
All images and models contained herein may be used freely and for any purpose.
I learned most of what I know about modeling heads from reference drawings thanks to the tutorial at http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp, originally authored by Michel Roger and translated from French to English (see link for credits/details). This link covers modeling an entire body in 3D Studio Max. I highly recommend this tutorial for not only modeling heads but for modeling an entire body. It's an absolutely priceless tutorial.
I've adapted the techniques for AC3D, but I only illustrate head modeling here. The following models (Zug and Buford) were created in AC3D version 5.0. Zug was created from a character sketch, while Buford was created using an altered photograph
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![]() | I started Zug in the same place the tutorial starts - the eye. I compiled my reference drawings of the model and set them up in my Front and Left views. Then I created a quad (rectangle). |
![]() | The next step was to extrude an edge - this was done by selecting an "edge" (2 adjacent vertices on a quad) and choosing "Extrude Edge" (Ctrl+E) from the Vertex menu. The new vertices are created in the same place as the old ones, so you have to drag them out as shown. |
![]() | With a few edge extrusions (which go very quickly, especially using the shortcut key), you have the outline of an eye, following the reference drawing. |
![]() | To close the gap we've left, select all four vertices of the opening one at a time in anticlockwise order and select "Create ordered surface" from the "Vertex" menu (or Ctrl+Shift+S). The order in which you select the vertices is important. If selected in clockwise order, this face will "disappear" when you switch to one-sided (it will actually just be facing the wrong way, leaving a hole in your model). If you select the vertices using the "rubber band" select with the mouse, the results are unpredictable (may or may not turn out like you want). |
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Edge Extrusion created the outline of the mouth and to the set of surfaces going up the center of the philtrum (the area between the lip and nose). To fill out the rest of the philtrum, Complete Quad was used.
Here, I've selected 3 vertices belonging to 2 quads (rectangles( where a vertex is shared. |
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Invoking Complete Quad (Ctrl+r) from the Vertex menu, AC3D creates a new quad where I've selected these vertices, and has auto-selected the new vertex so I can quickly reposition it.
By repeating this step, the entire philtrum was filled out. |
![]() | Here you see my construction of the ear. I needed to extrude all of the edges you see selected in the image here. |
![]() | After a quick Ctrl+E to extrude the edges, the new edges were auto-selected and I could shift them and proportionally size them to fit them where needed (as with any AC3D selection). |
To get this right, I used solid objects in my 3D view (hidden in Ortho/2D) to judge how far to make my curves, just like I did for the eyeball earlier.
![]() | Here I used a "shaped" sphere for the head (slightly squashed, a little flat in the back) to emulate Zug's head. |
![]() | Using more extrusion around the back of the head with my sphere template, it was relatively easy to finish a smooth head. |
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Just in case you're not familiar with it, subdivision surfaces are often an essential part of building organic models in AC3D. Here you can see two images of Zug's ear, one in Ortho (2D) view as straight polygons, and one in 3D with subdision preview set to two.
Subdivision preview is set in the Object Property Editor (F9) for each object. I normally set my subdivision preview to one for normal modeling; you can quickly turning it on and off with the "D" key while the mouse is over a 3D view. |
AC3D version 5.0 has some great new features that help make such modeling much easier.
Good luck, and happy modeling!