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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
C H A P T E R 6 N
Modeling the
Human Figure
M a s t e r i n g 3 D A n i m a t i o n
T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
her appear smooth and flowing. Aside from sexual late the average size of a human. Despite all that,
differences, she is normally smaller except in the we still do not know the normal scale of the fig-
hips. ure. Classic Greek and Renaissance bodies were 8
The difference in the skeletal structure makes heads tall. Mannerists such as El Greco and
the female slighter in proportion. Her head is Pontormo painted long figures measuring 9 heads
smaller and positioned relatively higher than the or more.
male. The brow ridges, unlike the male are nearly The French anatomist Richer was the first to
absent adding to the forehead’s smoother and formulate that the traditional measurement of the
more rounded appearance. The width of the shoul- average human was about seven and one-half
ders to that of the trunk is smaller. In fact, it is the skull-lengths. Although in real life a figure of that
opposite to the male whose shoulders are wider height would seem well proportioned, on a 2D sur-
than the hips. The thyroid cartilage (Adam’s Apple) face the body appears much broader and stockier.
is flat compared to the prominent one in the male. To remedy this, artists have found that when por-
The trunk of the female in contrast to the male traying the nude as 8 heads tall, the figure appears
has a shorter rib cage with the outwardly visible more slender and graceful.
breasts. The female pelvis is shorter but wider and One of the more difficult tasks for computer
deeper and leans forward. At the base of the spine, artists is to model objects in the right proportions.
the sacrum is broader and inclines behind to form Therefore, in order to simplify your work and help
a full triangle. The two dimples of this triangle are you model more accurately, it is recommended
clearly visible. Due to a wider pelvis and fat that you take digital pictures of a nude figure. It is
deposits, the female is broader at the hips. The side also advisable to take close-up views of the head,
between the ribs and hipbone is longer owing to hands, and feet. Perhaps someone will create an
the female’s shorter rib cage and pelvis. The but- online repository of assorted nude figures in their
tocks extend to a lower level than the male. The various poses. As more artists contribute to the
female also has a smoother more rounded site, these should serve as an invaluable aid to 3D
abdomen with a deeper navel. modelers.
The female upper arm is shorter resulting in a
higher location of the elbow. When the arms are
Modeling the Head
resting at the sides of the body, the finger tips
extend to a higher point at the thigh. The wrist Before starting to model the face, it is recom-
and hand are smaller. mended that you study the various muscles and
The wider hipbones separate the legs in their their purpose. While reading about these muscles,
pelvic sockets to a greater degree. This makes the you may want to use a hand-held mirror to observe
legs slant more toward the knees. The knees are their effects on various expressions.
fleshier but the kneecaps and their ligaments are
less obvious. The calves located below the knees The Skull
are lower on the female. The feet are smaller. Since the muscles of the head are thin and flat, it
Artists throughout the ages have tried to calcu- is the shape of the skull that dictates the overall
M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-1 Some of the more prominent features of the skull that affect the contours of the face are the forehead, eye sockets,
nasal bone, cheekbones, the empty pockets between the jaw and cheekbones, and the chin.
mastication.
T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
muscles. Most of these are small, thin, or deeply branches of the Quadratus Labii Superioris. Their
embedded in fatty tissue. A few of the muscles function is to raise the upper lip for sneering.
shown in Figure 6-2 warrant special attention. The Triangularis and Depressor Labii Inferioris are
They play an important role in facial expressions responsible for the downward pull of the mouth
and help define the contours of the face. and lips.
The Masseter and the Temporalis control move- The Mentalis moves the skin of the chin and
ment of the jaw. These muscles are responsible for pushes up the lower lip.
the closing and biting movements of the man-
dible. The muscles that open the jaw are deep- Modeling the Head Steps
seated inside the neck and are not readily visible. Step 1 (Figure 6-3). After loading your photo
The Frontalis is a broad, flat muscle located in templates of the head, create a box that is similar
the forehead. It wrinkles the brow horizontally and in size to your background images.
raises the eyebrows. It contributes to an angry or Step 2 (Figure 6-3). Divide the cube into smaller
surprised look. sections and bevel extrude the neck part down.
The Corrugator is a small muscle attached to the Step 3 (Figure 6-3). At the 0 x axis split the head
bridge of the nose. It dramatically affects the sur-
face of the forehead when one frowns or expresses
grief. By pulling the inner ends of the eyebrows
together, it forces vertical wrinkles of the brow.
Circling the mouth is the Orbicularis Oris. This
elliptical muscle has the unique characteristic of
not being attached to any bones. Instead, it is con-
nected to a number of small muscles pointing
toward the mouth. It curls and tightens the lips.
The creases that result from contracting this mus-
cle radiate from the lips and can often be seen in
the elderly.
The Orbicularis Oculi is another circular muscle
circumscribing the eye. Its contractions create
wrinkles at the corners of the eyes (crow’s feet). Its
primary function is to close the eyelids for expres-
sions like squinting.
The Zygomatic Major angles from the side to the
front of the face at the corners of the mouth. Its
function is the energetic upward traction at the Fig. 6-3 Head Steps 1-4. 1). Making a box. 2). Dividing it
corners of the mouth. It takes fewer muscles to and bevel extruding the neck down. 3). Dividing the head
smile than it does to frown. down the middle and shaping only half of it. 4). Adding extra
Located at the side of the nose are the three lines for more detailed modeling.
M a s t e r i n g 3 D A n i m a t i o n
down the middle and delete one half of it. In sub- darker polygon is where the mouth will be split
patch or subdivision mode refine the shape of the and beveled.
half head. Step 6. (Figure 6-4). Split the polygons and
Step 4. (Figure 6-3). Split the half head into move points so that the configuration looks simi-
more sections and use the extra points to further lar to the darker polygons in the illustration.
refine the head. Step 7. (Figure 6-4). Merge the two polygons of
Step 5. (Figure 6-4). The illustration indicates the upper and lower lip so that the one polygon
the region where the mouth will be modeled. This can be beveled in the next step.
Fig. 6-4 Steps 5-10. 5). Preparing the mouth area (dark part). Fig. 6-5 Steps 11-16. 11). Beveling the inside of the mouth
6). The darker areas show where polygons are split and points once again. 12). A few more bevels complete the inside of the
moved. 7). Merging to upper and lower lips. 8). Beveling out mouth. 13). Shaping the inside of the mouth and splitting the
the mouth. 9). Beveling in the mouth. 10). Beveling in to start back polygons. 14). Refining the half lips. 15). Making the
the inside of the mouth. first bevel for the eyesocket. 10). Splitting the eye area in half.
T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
both corners of the eye opening. Merge the inside the eyesocket and merging the 2 half polygons (dark part).
polygon (dark area in the illustration). 18). Beveling in slightly to add a line around the opening.
Step 18. (Figure 6-6). Bevel the inside polygon 19). Beveling in once more to begin the eyesocket. 20).
inward a little so that you have an extra line Pushing and pulling points and splitting polygons to improve
around the eye opening (dark part). the eye opening. 21). Dividing and moving points at the cor-
Step 19. (Figure 6-6). Bevel the eye opening ner of the eye. 22). Beveling the eyesocket in several more
M a s t e r i n g 3 D A n i m a t i o n
T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
M a s t e r i n g 3 D A n i m a t i o n
some more. 40). Dividing some more polygons. 41) Making that you did not move any of its points to the 0 x
an extra line close to the nose wing. 42) Splitting polygons axis.
and moving points on the side of the face.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
Fig. 6-10 Steps 43-49. 43). Starting the nostril by selecting Fig. 6-11 Steps 50-56. 50). Selecting and beveling out the
the polygon to bevel up. 44). The first bevel of the nostril. ear polygon. 51). Beveling out the ear polygon once again.
45). The second bevel for the nostril. 46). The final bevel of 52). Beveling in and refining the rim of the ear. 53). Beveling
the nostril. 47). Creating the line for the upper portion of the in one last time for the bowl of the ear. 54). Dividing the
nose wing. 48). Dividing polygons at the top of the nose. 49) inside ear polygon. 55) Dividing some more and moving
Dividing polygons at the corners of the lips and refining their points. 56) Shaping the inside of the ear.
M a s t e r i n g 3 D A n i m a t i o n
Step 49 Continued. (Figure 6-10). Notice the ear flap by splitting polygons and moving points.
dark areas at the corners of the lips. In order to Step 60. (Figure 6-12). Continue dividing poly-
make the lips look fuller you should split their gons on the inside part of the ear so that you can
polygons once more in this area. Push and pull the refine its shape by pulling and pushing points.
extra points as well as the other ones to improve Step 61. (Figure 6-12). Make sure all the points
the shape of the lips. Mirror duplicate the half face. along the center seam of the head are at the 0
Turn on symmetry and move the vertices around
the nose to refine its form. Delete one half of the
face so that you can concentrate on modeling one
ear.
Step 50. (Figure 6-11). Select or create a polygon
from the points around the ear opening. Bevel out
the ear polygon so that it increases in size some-
what.
Step 51. (Figure 6-11). Bevel the ear polygon out
once again so that it decreases in size a little.
Step 52. (Figure 6-11). Bevel in the outer ear
polygon to begin the bowl of the ear. The poly-
gon’s size should decrease a little. Move points to
improve the rim of the ear shape.
Step 53. (Figure 6-11). Bevel the ear polygon in
a little more and make its size bigger. This will be
the last ear bevel.
Step 54. (Figure 6-11). Split the beveled ear poly-
gon up into 3 and 4-sided polygons.
Step 55. (Figure 6-11). Divide the polygons of
the upper portion of the inside ear. Begin shaping
the inside ear.
Step 56. (Figure 6-11). Move points inward to
form the ear canal.
Step 57. (Figure 6-12). Model the small dimple
at the top of the inside ear after splitting some of Fig. 6-12 Steps 57-61. 57). Dividing and moving points for
the polygons. the upper part of the ear bowl. 58). Splitting polygons and
Step 58. (Figure 6-12). Sculpt the ear flap after moving points to make the ear flap. Smoothing the section
dividing polygons. Make the transition between between the ear and the head. 59). Dividing and moving
the ear and the side of the head smooth. It should points to refine the shape of the ear flap. 60). Splitting and
appear seamless pushing/pulling points to complete the ear. 61). Mirror dupli-
Step 59. (Figure 6-12). Continue modeling the cating the half head. If necessary, refining parts of the head
with Symmetry on.
T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
axis. Mirror duplicate the half head and make sure torso bones greatly influence the muscles. These
the points are merged at the center seam. If bones will often show on the surface and affect the
needed, with Symmetry on finish the head by outside structure. Modeling the chest incorporates
moving points. this bony framework. The collarbone and shoulder
blades define the top shape of the chest and make
it seem wider than it is. The movement of the
Modeling the Torso
shoulder bones appears significantly noticeable
The chest is built around the bony structure of the under the skin. The spinal column is discernible in
ribs, spine, shoulder blades, collarbone, and breast- the center of the back. The breastbone forms a flat
bone (Figure 6-13). These bones support the mus- downward wedge in the middle of the chest. The
cles and protect the internal organs. In its most lower part of the ribs is often visible along the for-
basic form, the chest is cone shaped. Twelve ribs ward sides of the chest.
on each side form the walls of the upper torso. The pelvic area contains the hipbone which
Each rib fastens to the spine, and the top nine are influences the pattern of the muscles, hence deter-
also attached to the breastbone in front. The upper mining the shape of the lower abdomen. On the
M a s t e r i n g 3 D A n i m a t i o n
sides you can usually feel and see the upper con-
tour of the pelvis. All the actions that the human
body is capable of originate in the back of the
lower torso. From the hips and pelvis, these move-
ments are transmitted up and down the entire
body.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
Fig. 6-16 Torso Steps 1-10. 1). Selecting or making a polygon at the bottom of the neck and beveling it down. 2). Starting the
torso shape by making it broader. 3). Slicing across in several places and moving points in at the waist. 4). Dividing polygons
some more for extra points that are moved to improve the torso. 5). Dividing polygons and pulling/pushing points to make the
neck and collarbone. 6). Splitting polygons at the upper back to form the shoulder blades. 7). Merging polygons in the breast
area and beveling outward. 8). Beveling the breasts again and forming the shape around the nipples. 9). Beveling several times
to make the nipples. Dividing the breast polygons and moving points to improve its shape. 10). Splitting polygons and push-
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M a s t e r i n g 3 D A n i m a t i o n
arms to form the front wall of the armpit (Figure lower torso has a fleshier look. The waist is high on
6-15). The trapezius muscle that originates at the the female and the buttocks form a butterfly shape.
base of the skull radiates across the back of the
neck toward the shoulders and down where it con- Modeling the Torso Steps
verges in the middle of the back. Step 1 (Figure 6-16). At the base of the neck, select
It is interesting to note that muscles do not end the polygon or create one first from the points
at the joints. Rather, they cross over them to attach there. Bevel it down to the groin area.
to bones on the other side. Mobility would be Step 2 (Figure 6-16). With Symmetry on, make
impossible if the muscles did not cross over joints. the torso wider.
Since the muscles become thinner at the joints, Step 3 (Figure 6-16). Slice across polygons to
beginners often think muscles end there. So the divide them. Move the extra points to create
tendency is to draw, sculpt, or model the figure as rough shape of the torso.
if it was made up of separate sections. Sometimes Step 4 (Figure 6-16). Split polygons on the torso
this is called the “sausage-link syndrome”. again and model the curves of the back and sides.
A vertical central groove divides the front part Step 5 (Figure 6-16). At this point you can delete
of the torso. It originates at the pit of the neck and half the torso along the 0 x axis. You should find
ends at the navel. To the artist it is useful for plac- it easier to just work on one half and later mirror
ing the masses of the chest. duplicate it. The illustrations show both halves so
When the arms are raised, the abdominal or they can be seen in relationship to each other.
thoracic arch becomes a highly visible form below Divide polygons at the front of the neck and upper
the rib cage. It almost acts as a line separating the torso. Push/pull points to shape the neck and col-
upper torso from the lower one. The upper part of larbone.
the torso is more bony in appearance while the Step 6 (Figure 6-16). Model the shoulder blades
Fig. 6-17 Steps 11 and 12. 11). Dividing the polygons at the lower abdomen and pushing/pulling points below the navel. 12).
Splitting polygons at the back of the pelvis. Points are moved to shape the buttocks, hips, and the two dimples of the pelvic
crest.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
Fig. 6-18 The female torso in low polygon mode. gons of the lower ribs and navel.
Step 11 (Figure 6-17). The front of the lower
after splitting polygons. section of the torso should now be split into
Step 7 (Figure 6-16). Merge the polygons at the smaller polygons. Push and pull points to make
breast and arrange the points to form a round the shape of the hips, the plateau of the navel and
shape. Bevel extrude this polygon. abdomen which are mostly covered with fat, the
Step 8 (Figure 6-16). Bevel out again so that the pubic arch, and the slight hollow where the upper
polygon becomes smaller where the nipple begins. legs join the torso.
Remember that the breasts point outward and the Step 12 (Figure 6-17). Model the back of the
nipples up. lower torso. Divide polygons and move points to
Step 9 (Figure 6-16). Bevel the nipple out and in shape the buttock and the dimple at the pelvic
about 4 times. Weld the points at the tip. Refine crest. After making sure that the points at the seam
the shape of the breast. You may need to mirror are on the 0 x axis. Mirror duplicate the half torso.
the torso just to see the relative distance between The points along the 0 x axis and base of the neck
the two breasts. Of course their shape varies a great should merge. With Symmetry on continue shap-
deal and should be proportional to the size of your ing the buttocks. You need to have both halves of
model. the torso visible in order to model this part cor-
Step 10 (Figure 6-16). Split and model the poly- rectly.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-19 The female torso in subdivision mode. 20). The most common places where the skeleton
of the arm becomes visible on the skin surface are
at the top of the arm bone where it meets the col-
Figures 6-18 and 6-19 show the finished torso larbone, elbow, wrist joint, and the knuckles.
in low polygon and subdivision mode. Unlike the legs, the arms are not built to sup-
port the body. Therefore, their bones are slender
and their joints are capable of the widest range of
Modeling the Arms
motions possible. The ball and socket joint at the
The most maneuverable part of the body is the shoulder gives the arm the potential to rotate in
arm. The combined movements of the shoulder any direction. The hinge joint at the elbow
girdle, hand, and fingers create an almost unlim- revolves the lower arm forward. Another hinge
ited mobility. joint at the wrist rotates the hand in any direction.
One of the forearms can cross the other allowing
The Bones of the Arm the hand even greater mobility.
The arm has a similar combination of bones to the
leg; one on top and two on the bottom (Figure 6-
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-22 Arm Steps 1 to 5. 1). Merging polygons between the shoulder and armpit and beveling it out. 2). Beveling the entire
length of the arm. 3). Slicing across vertically to create more polygons. Moving points to give the arm a rough shape. 4). Adding
details such as the surface characteristics of the elbow and wrist bones. 5). Mirror duplicating the finished arm.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
Fig. 6-23 Hand Steps 1 to 6. 1). Beveling out the polygon for the hand. 2). Dividing the hand polygon so that 4 of them can be
beveled out for the fingers. 3). Beveling out the fingers. 4). Beveling out the thumb and dividing it and the fingers into sections.
5). Beveling the fingernail polygon down and up and then splitting it in half. 6). Creating the rest of the fingernails.
Modeling the Hand Steps Divide the fingers and thumb polygons by slicing
Step 1 (Figure 6-23). As with the arm, you can con- across their joints. Be sure to also slice polygons
centrate on modeling only one hand and then mir- where the fingernails begin.
roring it so that it can be attached to the other Step 5 (Figure 6-23). Follow the steps in the
arm. Select the polygon at the wrist and bevel it illustration to model a fingernail. The top polygon
out for the length of the hand but not the fingers. is beveled down and made slightly smaller. It is
Step 2 (Figure 6-23). Divide the end of the hand then beveled up and increased in size. Slice across
polygon into four. Split across the hand so that the middle of the nail polygon and finger tip. This
you do not have any polygons with more than will keep the
4 nail from ballooning out in subdivi-
sides. sion mode. Improve the shape of the nail.
Step 3 (Figure 6-23). Select the 4 polygons at the Step 6 (Figure 6-23). Continue modeling the
end of the hand and bevel them out for the length rest of the nails or attach copies of the first one to
of the fingers. the other fingers and thumb. Vary the nail accord-
Step 4 (Figure 6-23). Bevel out the thumb. ing to the size and shape of the other digits.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-24 Steps 7 to 11. 7). Splitting the fingers and thumb across the top and pulling those point up to make the thumb and
fingers more round. 8). Dividing polygons at the knuckles and pulling/pushing points. 9). Modeling the crease marks of the fin-
ger and thumb joints. 10). Splitting polygons and moving points to make the major lines of the palm. 11). Bending the fingers
into their more relaxed state. Mirror duplicating the hand and attaching it to the other arm.
Step 7 (Figure 6-24). The fingers and thumb are Step 10 (Figure 6-24). Model the major creases
still somewhat boxy due to them only having on the palm by creating
4 parallel lines (white lines
polygons around each. Divide the fingers, thumb, in the illustration). Pull and push points until you
hand across the top of their lengths. The white get the slight concavities.
lines in the illustration indicates the location of Step 11 (Figure 6-24). Bend the fingers and
these. The points on these new lines are then thumb into their more natural relaxed poses.
moved up slightly. Mirror duplicate the hand and attach it to the
Step 8 (Figure 6-24). The white lines on the other arm.
illustration shows where you should now split
polygons to make the knuckles. Move the center
Modeling the Legs
point of each up a little.
Step 9 (Figure 6-24). The dark lines in the illus- Three basic parts make up the leg. These are the
tration display the location of the crease lines on thigh (upper leg), lower leg, and foot. Even though
the fingers and thumb. After splitting polygons in the bones of the pelvic girdle are considered part
parallel lines like these, move the points of every of the torso, the muscles of the hip are usually
other one down a little to form slight depressions. described along with those of the leg.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-27 Leg Steps 1 to 3. 1). Beveling down the leg poly- Modeling the Foot Steps
gon. 2). Slicing across the leg and shaping it. 3). Dividing the When you model the foot it is important to pay
polygons and moving points at and behind the knee. attention to its skeletal structure (Figure 6-29).
Most of the muscles in the foot
are either between or underneath
the bones. Therefore, their influ-
ence on the shape of the foot is
not as great as that of the bones.
Step 1 (Figure 6-30). Select the
polygons at the front of the foot
and merge them into one.
Step 2 (Figure 6-30). Bevel the
front foot polygon forward to
where the toes will begin. Give it
a rough shape.
Step 3 (Figure 6-30). Split the
duplicating.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
front foot polygon into 5 sections for the toes. shape of the toes.
Step 4 (Figure 6-30). Bevel out the toes. Step 6 (Figure 6-30). Begin the toenail by select-
Step 5 (Figure 6-30). Slice across the toes to split ing the top front polygon of the large toe.
them into sections at the joints and the beginning Step 7 (Figure 6-30). Bevel the toenail polygon
of the toenail. Pull and push points to refine the down and make it somewhat smaller.
Step 8 (Figure 6-30). Bevel the toenail polygon
up and scale it larger.
Step 9 (Figure 6-30). Slice across the middle of
the toenail and through the toe itself. Move points
to finish the toe. Follow the same steps to make
toenails for the other 4 toes. It is important to also
slice across the top of the toes the same way as the
fingers and thumb. The extra lines are then used
to pull points up in order to make the toes more
round.
Step 10 (Figure 6-31). Finish the work on the
foot by improving its shape. You will most likely
have to split some of the larger polygons.
Step 11 (Figure 6-32). Mirror duplicate the com-
Fig. 6-29 The foot bones. pleted foot and attach it to the other leg. Bend the
Fig. 6-30 Foot Steps 1 to 9. 1). Merging the front foot polygon so it can be beveled out. 2). Beveling the front foot polygon for-
ward. 3). Dividing the front polygon into 5 sections for the toes. 4). Beveling out the toes. 5). Slicing across the toes to make
more points that can be moved. Shaping the toes. 6). Starting the toenail by selecting the top polygon at the toe tip. 7).
Beveling the toe polygon down and scaling it smaller. 8). Beveling the toe polygon up and enlarging it. 9). Slicing across the
middle of the toenail and toe tip. Dividing the toes across the top to make them more rounded.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 6-31 Step 10. Finalizing the foot and toes in the various view windows.
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T h e S t r u c t u r e o f t h e H e a d a n d F e a t u r e s
Fig. 6-32 Step 11. Mirror duplicating the foot and bending the arms and legs for improved animation flexibility.
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C H A P T E R 7 N
M a s t e r i n g 3 D A n i m a t i o n
challenging as it was in the past. have been shaped into a few different configurations. They
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M o d e l i n g t h e F i g u r e
vertical axis and reshape them into the lower teeth Fig. 7-7 Step 3. Dividing
or start the lower teeth from the beginning with a the box into smaller sec-
box. tions.
gum fits between the teeth. poly mode after pulling and pushing the bottom points.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 7-9 Step 5. at the 0 x axis and delete them. Mirror duplicating
Refining the half gum would cause them to become inside polygons that
in subdivision mode. pull on the outside ones. Use a set value to move
the middle seam points to the 0 x axis. Mirror the
half gum and merge points in the center. You can
use the completed upper gum to model the lower
one or start from the beginning with a flat box and
repeat the previous steps.
Fig. 7-11 Tongue Steps 1-6. 1). Making a box. 2). Beveling out to the side. 3). Beveling to the side again. 4). Beveling back. 5).
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M o d e l i n g t h e F i g u r e
Fig. 7-12 Step 7. Beveling back and down and mirroring the
Fig. 7-14 Eye Step 1. The eyeball and iris are one connected The eye parts are fairly simple objects made from
object. spheres. They resemble the components of
human eye which can be viewed in most medical
textbooks. The chapter 7 folder of the CD ROM
Step 6 (Figure 7-11). Bevel back once more. contains 2D templates that you might find useful.
Step 7 (Figure 7-12). Bevel the back of the half
tongue again. Shape the tongue so that it curves Modeling the Eyeball Steps
back and down. Delete the middle polygons along Step 1 (Figure 7-14). Create a sphere on the
the 0 x axis seam. Use a set value to move the mid- axis that has 10 sides and 5 segments. This is a low
dle seam points to the 0 x axis. Mirror the half polygon ball that will become smooth with subdi-
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 7-16 Step 3. The cornea covers the front of the eyeball
Fig. 7-15 Step 2. The lens or pupil is a saucer-like disk that and iris. It can be formed from a half sphere.
Fig. 7-17 Step 4. The caruncula lacrymalis or pink membrane Fig. 7-18 Step 5. All the eye components are put together.
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long divided three-sided pyramid and then bent. It is shown Modeling the Eyelashes Steps
here in both low polygon and subdivision modes. Step 1 (Figure 7-19). Create a long 3-sided box
cating the upper and lower eyelashes. with the points on one end welded together. Bend
the object so that the tip is on top. Duplicate the
front of the iris. This is the transparent cornea that eyelash several times and shape them into a vari-
has a very high gloss. ety of sizes.
Step 4 (Figure 7-17). Create the small pink Step 2 (Figure 7-19). Refer to closeup photos of
membrane for the inner angle of the eye. It can be people’s eyes as you place each eyelash into the
made by reshaping a sphere or a divided cube. upper and lower eyelids. Although this process
Step 5 (Figure 7-18). Place all the eye compo- may seem tedious and too time consuming, if it is
nents together and scale them to the eyesocket. done right it will be worth it. Rotate the eyelashes
Surfaces for the eye and mouth parts will be so that you have variety. Some will bunch up and
assigned at a later part of the chapter. After that, overlap while others at the corners are more sparse.
the eye parts will be rotated in the top view so they When you finish the upper and lower eyelashes,
tilt a little to the side. It is easier to apply textures mirror duplicate them for the other side of the
when the eye is facing forward rather than angled. face.
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Fig. 7-21 The eyebrows after placing individual strands. Only the ends of the hairs should penetrate the head.
hours or more so have patience. Imagine an object with grid lines running hor-
izontally and vertically. When one line intersects
another there is a point. Let us say that you have
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a texture that you want to apply to this object. The Step 3. Make the UV view window as large as
most accurate way to put on this texture is to draw possible and perform an image capture or print
the same amount of grid lines over it and then screen of the flattened UV map.
place it point by point on the object. The location Step 4. Paste the captured image of the UV
of the points on the texture correspond to the mesh into an image editing program and crop
same ones on the object. This in effect is what UV around it. If you need to make the image more vis-
mapping does. It is the most accurate method for ible, turn up the contrast and then invert it.
surfacing an object. Step 5 (Figure 7-23). Add a transparent layer on
Projection techniques for surfacing are limited top of the captured UV mesh image. You can now
to the x, y, and z planes. Therefore, they do not paint the different textures of the face over the UV
work very well for organic type of objects which mesh picture or sample from a photograph.
often have a mesh running at angles to these Step 6. Create an overall
3 seamless skin texture.
axes. Since UVs are in effect pinned to the mesh, You can do this by sampling an even surface from
they conform to the various directions that it the color image of the face. Copy the selection and
takes. paste it into its own document. Make the image
When you create a UV map, it flattens seamless by using a filter such as Offset. Define a a
rounded or angled surface. A picture of this flat- pattern with this seamless picture. Make a new
tened mesh is brought into an image editor. A tex- layer on top of the color image map of the face. Fill
ture can then be applied accurately to the image of this layer with the skin pattern. You can use this
the UV mesh. skin surface on the rest of the nude model.
A 3D paint program can also be used to make Step 6. Select the outer edge of the color face
UV maps. The model is painted and the software that is in your 2nd layer. Feather the selection and
remembers which pixels were applied to which delete the color image at the edges. Place the over-
points on the mesh. all skin texture that is in the 3rd layer underneath
The following instructions show how you can the 2nd one. You should now see the overall skin
make a UV map for the face. UVs will also be used blending into the color face at the edges. Blend the
to texture the iris and eyeball. skin color into the color face by cloning from it so
Step 1. Assuming that the face of your human that the transition between the seamless skin tex-
is looking toward you in the front view, select all ture to the face is smooth and even.
the polygons on the forepart of the face. This Step 7. Merge the 2nd and 3rd layers (overall
would mean from the forehead and a little below skin and face color).
the chin and in front of the ears. It should resem- Step 8 (Figure 7-23). Create a 3rd layer on top
ble the shape of a mask. Name these polygons “UV of the layer with the UV color map. Fill it with
Face”. black and lighten parts of the face that will look
Step 2. Hide everything else except for the UV more shiny. This layer is your UV specular map.
Face polygons. Create a new UV texture that is pla- Lessen the opacity of this layer so that you can see
nar on the z axis. In your UV window, you should the UV wireframe layer underneath. You will also
see the mesh flattened. have to hide the layer containing the UV color
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map. Now that you can see the parts of the face in UV bump map, UV specular map, and UV color
the wireframe face layer start lightening sections map for the face. Copy and paste each of these
such as the forehead, lips, tip of the nose, and front into their own document and save them. Create
of the chin. another document that is the same size as the
Step 9 (Figure 7-23). Copy the lips from the UV other face maps and fill it with the overall skin pat-
color map layer and paste them in a new layer on tern. Save the seamless skin pattern.
top of the UV specular map layer. This will be the Step 11. In your 3D program, apply the various
UV bump map. Increase the contrast on the lips maps to the UV face. For color, assign the UV color
and make them grayscale. Bump and specular map. For specularity designate the UV specular
maps do not register as color maps. Increase the map, and for bump specify the UV bump map.
visibility of the lip texture so that the bump map Step 12 (Figure 7-24). The UV bump map can
has more distinct lines in it. If you want to make also have another overall skin bump applied to it.
other creases on the face then paint other lines in The illustration shows how a texture editor could
the UV bump map layer. have two layers of bump maps. The lip bump is
Step 10 (Figure 7-23). You should now have underneath the seamless skin bump. The higher
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Fig. 7-24 A texture editor in a 3D program with several drical on the z axis should work fine.
bump map layers. Step 2. Place the eyeball texture as a background
image behind the UV view window. Adjust the
value of the lip bump will make it visible along mesh to the eyeball texture in the UV view win-
with the overall bump map. In the chapter 7 folder dow.
there is another folder titled human textures which Step 3. Assign the eyeball texture to the eyeball
contains a seamless skin bump texture as well as in your texture editor.
other ones that you can use.
Step 13. Apply the seamless skin texture to the UV Mapping the Iris
rest of the model except for parts like the finger- Step 1 (Figure 7-26). Select the iris polygons.
nails. Try cubic mapping and let the texture repeat. These should already be named iris. Create a UV
Since the edges of the UV face map were blended map for it that is planar on the z axis.
into the overall seamless skin texture, you should Step 2. Place the iris texture as a background
not see any lines where the UV map meets the image behind the UV view window. Adjust the
cubic mapped skin texture. mesh to the iris texture in the UV view window.
Step 14. Take the overall bump texture and put Step 3. Assign the iris texture to the iris in your
it on the model using cubic image mapping. It
should have the same value and size as the bump
map that was placed on the UV face.
You can use UV mapping to paint textures on
the entire body. This is preferable to overall seam-
less textures if your goal is to create a very realistic
looking person.
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Color: Pink
Luminosity: 0%
Surface Values for the Human
Diffuse 100%*
The following lists some surface values that you Specularity 100%
might find useful when texturing your human. Of Glossiness 40%
course, it is understood that values vary according Reflection 0%
to software and individual taste. Transparency 0%
Bump 100%*
Teeth *Adding a tiny crust procedural texture to the
Color: White diffuse makes the tongue appear somewhat rough
Luminosity: 60% *The same crust procedural texture is also
Diffuse 30% applied as a bump map.
Specularity 80%
Glossiness 30% Cornea
Color: Pink
Creating Hair
Luminosity: 0%
Diffuse 100% There are many approaches to modeling hair. In
Specularity 100%* fact, it becomes even more confusing when one
Glossiness 40% considers all the different hair styles that people
Reflection 0% wear.
Transparency 0% Normally, your choices are dictated by the type
Bump 100%* of software that you are using. If it implements
*A small fractal noise procedural texture can be pixel shaders that render fur and hair then you can
implemented for specularity make a more realistic hairdo. Pixel shaders are pro-
*The same fractal noise can be used for the grams which process pixels. These generators can
bump map. be used to perform mathematical operations that
render fur and hair.
If your software does not have this ability then
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Fig. 7-27 Object hair step 1. Creating the hair model from
you will most likely have to do some creative tex- Fig. 7-29 Step 3. Specifying
turing and/or model a hair object(s). Transparency the UV map for the hair
Step 1 (Figure 7-27). Make long flattened cylin- If your software has a hair generator or plug-ins
drical objects and place them on the head as if available then you can use the following instruc-
they were really fat hair strands. Be sure to overlap tions to make long hair guides. Your hair generator
them. Give the object one texture name. can then use these guides to create more hairs.
Step 2 (Figure 7-28). Create a color image map Even though this tutorial shows how to make
that has thin vertical lines. Make another trans- ponytail hairstyle, you might still be able to utilize
parency map image from the original that is white the information to create whatever hairdo you
where the color strands are and black in the spaces want.
between them. Step 1 (Figure 7-31). Create a spline that sticks
Step 3 (Figure 7-29). Make a UV map of the hair into the scalp a little bit and whose end sticks out
object and apply both the transparency and color and hangs down over the forehead. This short
map as the UV hair texture. strand of hair has approximately 7 vertices. Make
Figure 7-30 shows a rendering of the same 2 duplicates of the hair strand and arrange them
female wearing a hair object with transparency similarly to the illustration.
Step 2 (Figure 7-32). Duplicate the 3 hair splines
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Fig. 7-31 Pixel shader hair step 1. Making the first three
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responding hair
splines.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 7-38 Step 8. New sets, each consisting of 3 hair guides, Fig. 7-39 Step 9. All the splines are connected to make the
are created across the scalp. These lead toward the ponytail. rails.
Fig. 7-40 Step 10. After deleting all the original splines Fig. 7-41 Step 11. The rail cloned splines of the scalp.
except for the top middle ones, the 3 are rail cloned around
the head.
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M o d e l i n g t h e F i g u r e
Fig. 7-43 Step 13. Making the hair strands at the bottom of the scalp.
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M a s t e r i n g 3 D A n i m a t i o n
Fig. 7-45 Step 15. After connecting the vertical splines, all
Fig. 7-46 Step 16. The rail cloned pony tail. The splines are
also jittered.
Fig. 7-47 Step 17. All the hair guide sections combined. A
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