3ds Max Tutorial - Modeling Cartoon Character - Part 3 The Head
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This tutorial have been created by Guillaume Riviere ( ) all rigths reserved.
In this third part of the modeling cartoon character we will modelized the Head of the character.
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Part 1: Place reference
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1.Create a rectangle in front view, convert it to editable mesh
positioned in front view and side view:


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2.Make the hole of the eyes by extruding the edgesand finalize by weld the vertex:

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3.Select the polygone and with shift + move copied it to do the edge of the mouth:

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4.With shift + move, build the front of the noise:


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5.Extrude the 3 edges as this to the eye:

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6.Weld the vertex:

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7.Add the edges with the cut edge tool:

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8.Extrude to the right multiple times to the symetry axe.

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9.Extrude multiple times all the edges of the edge to the back to complete the face:


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10.continue the series of extrusion and pay attention to keep the rond shape of the head:


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11.Make the start of the neck:

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12.Build after the back of the head:

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13.Extrude to make the neck:

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14.Extrude these 4 polygones 2 times to create the ear:

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15.Adjust the vertex by using the model in front and side view:

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16.Extrude one times and made a uniform scale to make the hole of the ear:

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17.Select the edges rounded the eye, extrude 2 times with shift + scale uniform, end by move it to back:

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18.To make the nose extrude multiple times and resize each time, end by welding the central vertex
(pay attention to the symetry axe).
Attribute to the polygone of the front of the noise another smooth group than the other part

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19.To make the mouth select these polygons, give to it the smooth group 2 and extrude it in extrudez in negative:

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20.Select the vertex on the symetry axe.
than make a copy of the half head.
weld with parameter 0,1:


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21.Attach the neck and the head and weld the vertex 2 by 2.
The number of vertex are not the same so with the cut edge tool, add to the body the missing vertex
to make the eyes : use two sphere rescaled one for the white one for the black part:

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22.To make the white part of the eye select the edges in the edge of the eye.

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23.Click on create shape from selected edges:


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24.Convert it to editable mesh and apply to it a white material:

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25.To make the black part, resize the sphere:

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26.Draw a line in the side view, doing the profile of the mane:

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27.Duplicate the spline 2 times:

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28.We will link the vertex by activating the 3d snap 
on the vertex (right click the option uncheck all except the vertex):

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29.Duplicate the last line to have an inside side
Define all vertex as smooth (select all vertex right click and select smooth):

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30.close the spline cage by link all the vertex:

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31.Apply a surface modifier when the cage is ended.
Select the spline in the stack of modifier and select show end result to see in real time the modification on the surface

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32.Define the patch topology to 1 and convert it to editable mesh:

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33.Select two range of polygons:

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34.Extrude it:

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35.weld the vertex as this:

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36.Push out the vertex as this:

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37.Do the same for the other part of the mane:

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38.To maque the central part you must first copied the half part and weld the two part as for the head:

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39.Do the last part with two band of central polygones:

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40.End with a meshsmooth:


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