Face Tutorial

The Head

Let's begin by making the Head. It's simply a sphere, so it
won't take long. Start in the Object Editor with the front
view filling the screen. Select Add Sphere from the toolbar,
click in the center of the screen and drag to create a
sphere. Now double-click on the sphere to show it's
properties dialog and set it's diameter to 30. You can also
give it more detail by increasing the number of divisions
used in the longitude and latitude axis. Something like 18
for longitude and 12 for latitude looks good. Just remember
that more details take longer to draw, and can make file
sizes bigger, so don't go overboard. Now click OK. You
should also give the object a name. Otherwise it will get
hard to remember what is what when you are making your
character. Select Settings->Object from the menu, and
enter something like "head" for its name.
Next make a material for the sphere. Select
Options->Materials from the menu to make the materials
toolbar visible. Double click on the "new" entry and select
your material properties. Click "OK" and then click the
Apply button in the materials toolbar. Make sure that your
object is selected.
One final thing that you can do that can make future
construction of your character a bit easier is to center it in
its coordinate system. You do this with the
Edit->Locate->CenterAboutOrigin menu command.

The Hair

The hair is made up of half of a sphere that is just a bit
larger in diameter than the head. So the first thing you want
to do is create a sphere with a diameter a little greater than
the head, with the longitude and latitude divisions set to
the same as the head. Rotate it by 90 degrees around the
X-axis and convert it into a mesh (Build->ConvertToMesh).
Center it with Edit->Locate-> CenterAboutOrigin and
change into Point Edit mode. Make sure that you have
Point Selection enabled, and Drag Select all of the points
below but not on the center line of the sphere. You may
need to zoom in by temporarily going into Object/Viewport
mode and enlarging your view for easier selection. Then
delete the selected points.

Once the points that you don't want are gone, you should
be able to go to full view and apply your hair color of
choice. Once the color is taken care of you need to attach
the hair to the head. Select the hair half sphere and move it
on top of the head. Once the hair is placed on top of the
head in a nice manor, select both the head and the hair.
After they are both selected, go to Build-> Group. Here the
two will be made into one object.

The Eyes

Next you're going to build the eyes. This tutorial is for
non-moving eyes. If you want you eyes to move, and then
you will have to make the eye and lids in separate parts.
Select Object->New and name the new object "Eye". In the
"front" view, add a sphere. Double click on it to view its
properties dialog, and set the diameter to 10 and the
longitude and latitude divisions to 18 and 8. Convert the
sphere into an editable mesh with the
Build->ConvertToMesh menu command. Then make two
new materials, one shiny white and the other shiny black.
Try a roughness of about 50, and a specular value of 0.6 for
the white and 0.7 for the black. These colors will be white of
the eye, and the pupil. Select the sphere and apply the
white material.
Now switch to Point Edit mode and then enable Face
selection
. Drag Select the top most row of faces, as shown
to the right. You may have to switch to a different view to
see what you've selected.
Then select the black pupil color from the Materials toolbar
and apply it to the selected faces. Now your object has two
materials at the same time. Deselect the faces by
click/dragging the mouse in a blank part of the window,
and switch back to Edit mode. Select the object and apply
the Edit->Rotate->RotateX90 command. Your eye should
now look like the right. Move it to the center with
Edit->Locate->CenterAboutOrigin so it will line up with the
eye lids easier. Then hide it with the Edit->Hide menu
command to keep it out of the way for a while.

The eyelids are made of the halves of spheres, and are just
a bit larger in diameter than the eyeball. Create a sphere of
diameter 10.5, with the longitude and latitude divisions also
set to 18 and 8. Rotate it by 90 degrees around the X-axis
and convert it into a mesh. Center it with Edit->Locate->
CenterAboutOrigin and change into Point Edit mode. Make
sure that you have Point Selection enabled, and Drag
Select all of the points below but not on the center line of
the sphere. You may need to zoom in by temporarily going
into Object/Viewport mode and enlarging your view for
easier selection. Then delete the selected points.

Now switch back into Object/Edit mode and select the side
view. Select the eye lid and Rotate it to the right about 30
degrees using the right mouse button. This will tilt the
upper lid far enough for the eye to appear open. Add a new
material with the color you want for the eyelids, and apply
it. Switch back to the Front view and select Edit->ShowAll
to make the eyeball visible again. If you can't see the inside
of the lid when viewing it as a solid, select
Options->Backside. This makes both sides of a surface
visible.

Now hide both parts and make another half sphere in the
same way, but this time keep the bottom half. When you're
finished, unhide the other parts and your eye is finished!
You might want to select all three parts and group them to
keep them together.

The Lips

The upper and lower lips are made up of a cylinder with an
altered middle direction, along with two spheres on either
side of the cylinder. They are then grouped together to
form to form the lip. The first thing to do again is to create a
new object. Select Object->New and give it the name
"Upper Lip" or "Lower Lip" using the Settings->Object
menu item. First create a cylinder using the add cylinder
button .

After the cylinder is sized to your liking, you must now
bend it. Using a couple of modifiers can really help here.
First make sure you're in the front view. Click on the add
modifier
tool , then click on the lower part of the cylinder
and drag up about 2/3 of the way. Select bend modifier
from the dialog, and a yellow modifier grid appears. It may
not be visible if it's narrower than the stem. If so you can
either switch to wire
frame or just continue and it should become visible.

Next select the scale non uniform tool and click and drag
the left mouse button to the right until the modifier is
slightly wider than the top part of your model. Select both
the model and the modifier (you can use the right mouse in
point-select mode to add additional objects to the selected
list) and click on Build->Modifiers->BindModifier from the
menu.
Double click on the modifier grid and a parameter dialog
will appear. Enter something between 30-60 for the bend
angle, clock OK, and see the results! Click on
Build->Modifiers->EffectModifier and the change is
permanent. Now if you want to make the other lip really
quickly, then select the bent cylinder then go to
Build->Mirror. There you will be asked for the axis you want
to mirror and select the appropriate one. Now you have a
top and bottom lip.
Next you want to add a sphere that is around the same size
as the end of the cylinder. Once your sphere is at the right
size move it to the end of the cylinder and place half of it
inside the cylinder and half outside of it. Do this same step
for the other side of the lip with another sphere.

Now that you have a bent cylinder, and two spheres on
either side of the cylinder, its time to combine them into
one object. Simply select all three items and then go
Build->Group, and the three parts will group into one.


The Glasses

The Glasses are pretty self explanatory. Make sure that you
make a new object and name it glasses. Then add 11
cylinders and connect them together in the square frame
fashion. Remember to group them to form one large object
from all of the little cylinders.

That's it for all of the parts of the face. To make the head
turn, the eyes blink, mouth talk, or put the pieces together
in a figure, see the chicken tutorial or the manual for help.



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