Modeling A Monster Face Box Modeling Method.
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1. Introduction.
I like the box modeling method, as then compared to spline and poly modeling methods. Mainly because now there are many tools (especially in this program) that helps to easily create and edit every aspect of a model.
The method I am using tok me ha lot of time to develop and organize the process. I believe this method would probé extremely useful, understandable, or help to improve your skills for making a model to animate without the model crumbling. This method is useful to make low and high polygon models.
I made a tutorial of making an organic face because faces can probé to be dificult to model, with the expressions and contour of the face. Once you know the methods for making a face, the same rules Apply to the making of any other type of organic figure. Also, organic figures can probé to be more dificult than mechanical and inorganic figures do to that you do not have to Cut as many times as you would organic models.
2. Making The Contour Of The Face.
Create a box.
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Subdivide the box to create a smoother shape for an organic figure. You could also Cut the box, then shape it out to the contour, but I find just doing this goes faster.
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Delete half of the object.
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Mirror the object for creating a symmetrical object.
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(Front View Of The Shape)Begin shaping the model to make the basis for the overall shape.
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(Side View Of The Shape).
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(Angle View Of The Shape)
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3. Adding Detail.
I want to add some eyes, so I'm "X'ing" out the área for the eye with a horizontal Cut.
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I'm finishing the "X" with a vertical Cut of the model.
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Now I'm making the rouge shape for the eyes.
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I then roughed out the shape for the no sé with a triangular prism shape. Since there were lines that already made a cross-section ("X"), I didn't ned to "X" out the área for where I wanted to place the nose.
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I made the horizontal line for the mouth.
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Now I made a rouge Cut for the mouth on the cross-section ("X"). (The symmetrical line in the center of the model is vertical Cut on this model, so that's why I only had to Cut a horizontal line to complete the cross-section ("X"))
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I moved the symmetrical lines to outline the general model.
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(Frontal View Of Shape)
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I Cut out the faces for the eyes and mouth so I wont get confused with lines.
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All I did was a few loop cuts around the eyes and mouth, I didn't loop Cut around the no sé because I didn't ned to add detail around the no sé (but I do ned to add detail on the nose). I’ll just make direct cuts on the no sé since I would like to further detail the shape. If I wanted, I could have just Cut a circle around the eye área, without it connecting to the symmetrical line and it would have still ben a god Cut.
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Now you can rouge out the shape of the with the Sculpting tol in combination with moving vértices that move out of order that cause unpleasant creases.
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(Side View Of The Shape)
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Now I am going to detail the no sé with a Cut for the nostril canal.
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I tweaked the no sé to what I se fit. I made this Cut to make the no sé wider, instead of a triangle prism looking nose. If you want to make a low polygon face, you may want to add just a few lines or/and extrusións to define the rest of the shape.
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4. Redefining The Shape With More Detail.
This may look very confusing but it isn't. All I did was select a few edges and made some loop cuts to be able add more detail. I also made some cuts to where I want the cheks to pop out a little bit. I made some cuts on the loop cuts I made earlier to be able to pull the shape of the eyes, eyebrows, and mouth rounder (smoother).
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A general look at the cuts I made to help define certain áreas.
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I mainly used the Sculpting tol to pull out the points, and corrected a few individual vértices. (Se the red and light-blue lines on the Sculpting pull down menu. Instead of changing the Strength of the Sculpting tol, I just move the middle dot on the spline. The closer the spline is to the light-blue line, the less the vértices are moved with a single swipe over a vertex. The closer the spline is to the red line, the more a vertex will move with a single swipe. For this reason I really never changed the strength, but when making a Mortal Kombat you may want to change the strength. For a smoother move of the vértices I put the spline closer to the light-blue line.)
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5. Adding An Ear.
Selecting the área of where I want to create an ear.
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I deleete the face to leave a hole for easily shaping the contour of the ear.
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After making a few cuts to add control points to the ear área, I close the ear of with a face to extrude it.
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I reshaped the ear base for extrusión.
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I extruded and reshaped the ear.
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I extruded and reshaped the ear.
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I extruded and reshaped the ear.
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I extruded and reshaped the ear.
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I extruded and reshaped the ear till I was satisfied.
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I reshaped some áreas around the ear with the Sculpting tol.
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6. Adding Horns.
I shaped the área for where the horns will be.
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I extruded and reshape the horn.
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I extruded and reshape the horn.
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I intruded and reshape the horn. The intrusión acts as the skin bulging around the horn.
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I extruded and reshape the horn.
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I extruded and reshape the horn.
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I extruded and reshape the horn.
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I extruded and reshape the horn.
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I extruded and reshape the horn.
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7. Final Product.
(Frontal View)
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(Subdivided Frontal View)
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(Subdivided Side View)
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8. Tips.
The process I think of in my head when modeling is:
Make a box for the model
Subdivide the box
Shape the subdivided box for the base of the shape
Add cross-sections for where I want to add crucial features
Draw the shapes on the cross-section/s
Cut around the drawn shapes, and make linear cuts on the on the drawn sections
I then lift the points with the Sculpting tol and tweak some individual vertexs
Kep repeating step 5,6 & 7 till you are satisfied with the lok
It's best to try and make all polygons with 3 to 4 vértices for a god subdivisión.
If you wonder when to you think you should or shouldn't extrude on a surface, think of it like this. I imagine that you are clay modeling, and when you think it would be easier to slap on some clay then shape the área, then you should extrude. Then shape the extrusión.
OmegaUltraus