![](http://home.comcast.net/~jdwilliams3/head.jpg)
novice modeller needs help!
![](http://home.comcast.net/~jdwilliams3/head.jpg)
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If we are talking your very first head then use a primitive. I suggest a sphere. Then you can move your points and and morph it into a head. If the program you are using has a feature for symmetry then use it.
A pretty easy method is called Spline Editing.
I dont know how your program does it, but in MAX, you can set a background for each veiwport. since you have one picture, split it up, and then put one picture of reach veiwport.
Now, trace the front view using splines (the 2d line objects that odnt have faces). Then, you create a grid by planting refine points along the edge of the outline, and connecting them with more splines. Keep in mind, however, that all interesections must be met with a vertex. Now, you should be able to choose vertices and move them around. Where the splines cross, pull those verices out along the axis. make sure you leave the vertices around the outer spline on the same flat plane, and dont move them out. Use the top down picture to trace how deep they should go.
once you've moved the vertices out so that they resemble a face, apply a surface modifyer. then for the back of the head, you could do the same thing (it would be alot easier), then you just attach the two half heads together. Its kind of harder i guess, but that method is really usefull in learning how to Model.
I dont know how your program does it, but in MAX, you can set a background for each veiwport. since you have one picture, split it up, and then put one picture of reach veiwport.
Now, trace the front view using splines (the 2d line objects that odnt have faces). Then, you create a grid by planting refine points along the edge of the outline, and connecting them with more splines. Keep in mind, however, that all interesections must be met with a vertex. Now, you should be able to choose vertices and move them around. Where the splines cross, pull those verices out along the axis. make sure you leave the vertices around the outer spline on the same flat plane, and dont move them out. Use the top down picture to trace how deep they should go.
once you've moved the vertices out so that they resemble a face, apply a surface modifyer. then for the back of the head, you could do the same thing (it would be alot easier), then you just attach the two half heads together. Its kind of harder i guess, but that method is really usefull in learning how to Model.
Im losing the popularity contest. $rating --;
thanks, when doing the more detailed areas of the face, if i am using the sphere, should i subdivide the sphere?
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thanks, milkshape allows me to subdivide 3, and 4. which one would look and work a lot better?
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