I know only for two modeling techniques that are proven to work reliably well for most people, one is edge extruding, and the other is box modeling. I personally never felt comfortable using box modeling, but now when I am trying to do a model of the head (not realistic one) that I don't have full reference supply, as in no front side view images just some concept art and maybe some more images to assist me on the side.
For someone who uses 3ds max exclusively for modeling, are there any other techniques that I could use to make this kind of models more efficiently? Since I am not sure I can pull of good enough quality with edge extruding alone.
Replies
and
You could build yourself a library of noses, ears, eyelids & lips, then you can position them around a skull (free online or block it out yourself). That will take a lot of guess work out of the equation. Using FFD modifiers will help you shape the volume of the features pretty quickly, when you're happy with the look / style, connect all features together.
Huh, never considered kitbashing a head that way. You could take it a step further and make simple morphs for each part to make fine tuning a little easier if it's something that gets reused often.
Actually, that's a great idea, it will make me practice modeling of specific features of the face in the process.
@Donkey_Kong
I tried to make something with splines but it proves to be quite difficult in almost all scenarios.
[ame="http://www.youtube.com/watch?v=QeYMNaTuR30"]Martin Krol - Head Creation - YouTube[/ame]
Sculpt then retopo all the way, if you want to be competitive.
If you take a look at anyone doing serious character work, they're all in the sculpt environment.
This applies even more if your concept is not developed to detail and locked.
Just get out of your box and pick up sculpting. There's a lot of capable sculpting apps out there that bring a lot of different things to the table. It seems like you haven't given it much go, so I'll name a few options.
ZBrush
Mudbox
3DCoat
Sculptris (Free, Extremely easy to get into. I would recommend this to start with)
Blender (Free, very good, but it's got a very steep learning curve. Would not recommend to start with.)
Here's a few examples of sculpt improvs I've had recently. These were all done in Blender in approximately 8-16 hrs. Considering I was developing the concept on the fly I wouldn't be able even to begin to compare how long it would take me to come to something like this poly-modeling. I probably wouldn't be able to get to a concept like this, because one can't exercise the flow of ideas in that environment.