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Introduction
By Viacheslav Slavinsky (svo) and Timothy Kanters
(Kib_Tph).
We now have an open curve. This is our base curve and we will create the entire model out of this single
curve by using modeling tools like extrusion, subdivision and smoothing. However we want the curve to be
closed, so simply press once to close the curve. Watch out that you only press once, if you press it
twice, the curve will open again.
Wow a mouth!!!
Now leave edit mode ( ) so we can duplicate some curves with + and give them some shape,
you can use rotate , scale and grab to do this. If your 3D imagination isn't yet advanced enough to
imagine what to do exactly at this point, just make something like what you see. It can also come in handy
to look at the next few steps before doing this one, as it will give you an idea of what we're trying to do
here. You don't have to be to precise, asany mistakes can be easily corrected later on.
What you see now are basicly a few nurb circles as separate
objects. We want to create one object out of those curves. So
lets select all the curves with and join them together using
+ . Now that all the curves are one object we can add the
so called skin to the nurbs, so first go into editmode and
then select all CV's ( ) then press + to skin the nurbs
curves. When skinning nurbs curves you have to make sure that
they all have the same amount of CV's or else blender can't skin
them.
Enter editmode, select all ( ) and press "Endpoint U" in the editbuttons menu. Do not press Endpoint V (they
are uniform now), because it will ruin the tubular shape of our creation. You may try it and then switch back to
Uniform. I also find it is not enough to work with the default resolution. Usually for a start I set it to something
like 24/24 or 32/32.
The resolution affects the level of nurbs surface tesselation when it's being rendered or drawn. You can see
how the density of the wireframe surface changes, so choose a resolution you like. I would also suggest to
leave the order as it is - 3/4. I will not explain to you in detail what the order means but you can find out for
yourself by doing this; open a new blender window create something like a nurbs circle and duplicate it a
couple of times then for each circle set a different value and then you can see what the value changes or
causes.
Adding an extra curve
On this image it looks like the two outer isocurves are not subdevided enough so we're going to add
another subdivision. We first select a CV on the outmost curve (far right), press + to select the full
circle. Then select a circle of CV's next to it (don't forget to hold while selecting more CVs). Now
press and choose subdivide. And there you have it an extra curve.
Never subdivide before you're absolutely sure you can't get the shape you need without more subdivisions
because the more CV's you have the more complicated your object gets, and the more difficult it gets to
deform it. Maybe you can drag some CV's from somewhere else where they are not necessary? Maybe
just move them in some other way you didn't think of yet? If it doesn't work, subdivide.
Shaping the nose
Now it's time for you to start shaping the nose, just select the CV's and move ( ) them. Make sure that you
always select atleast 2 CV's so that your shape stays symmetrical. You can shape the surface by using
regular modeling tools, like grabbing and moving ( ), scaling ( ), etc.
The eyes
We've reached perhaps the most scary part of any face, the eyes. Scary because the level of detail they
have is often very high. Let's add an eyeball as a separate object. It doesn't matter what kind of a sphere it
is because it is going to stay round. I think it's better to have a mesh UVsphere here. So, add one,
duplicate and adjust them. Find a good position for them. If you have a sketch, use it or you can of course
look at where I've put them.
Here you just need to move your CV's like insane to get the desired result. we need to increase the
number of subdivisions here. And then just try folding the CV's around the eyes.
A closeup
After serious shaping of the eyes we most likely get creases. Try to smooth ( ) them very carefully. On this
figure I added another subdivision to tumble out the seam. Be careful and do not add more seams by
adding a subdivision.
Finishing up
Now the eyes are finished try working a bit more on the nose
and mouth, like I did right here. The mouse head is almost
finished. You can do the ears on yourself that should be no
problem, you managed to get the eyes done, after all.
Almost done
Here you see the mouse head complete it still needs some
smoothing but you can do that on your own. After you've finished
this head you might wanna try textureing it, or completing the
mouse and making an entire body for it, perhaps animating it or
whatever. Well, we hope you had a good time doing this tutorial,
and we hope you learned alot doing it.