The eyes and head modeling


The eyes:

The eyes are basically made of sphere. First of all, make a sphere as eyeball and change its colour to be white, and then clone it as to have the pupil with black colour. Apply the hemisphere option on the white sphere, the parameter is set to be 0.12, however, it could be adjusted between 0 to 1 in order to dilate the pupil according to personal purpose and preference.



The next step is to make the lid, which is similar to the previous procedure. Make a sphere and simply reduce the parameters of hemisphere to be 0.5, so that a lid is done. Change its colour to be skin colour or a preferred one, which is white in for my own character. Then clone it as to have another lid. Rotate and adjust the position of these two lids in order to make it look like a real eye.



On the basis of the previous work, create a target for the eye in the left/right viewport – point object. Go to the motion panel, under the Assign Controller rollout highlight rotation, there is a small box below the Assign Controller label, which has a sign on it. Click the label and pick Look at Constraint – OK. Scroll down the motion panel to the Look at Constraint section, click on Look at Target. Now connect the eyes with the point helper, a line will appear. However, the pupil jumps to a different place. Hence, select Look At Axis is used to correct this.

More expressions of the eyes could be implemented by the FFD box. Go the Space Warps , select the Geometric/Deformable under the rollout. Draw a FFD box (with number of points 2x2x2) around the eyes; make sure the whole eyes are inside the FFD box. Then select the eyes and click Bind to space warp button on the left top to link the eyes and FFD box together. Go the modifier and select Control Points in order to make various expressions of the eyes.


The head:

Head modeling is always the most difficult part, due to its shape, corners and complicated units on it. I tried to work on it by using box and then apply the Spherify modifier, and then I just deleted the eyes and mouth area as well as adjusted slightly on the shape of the head in order to imitate a rough looking of a head. As is shown below that my character’s first head looks much more like a pumpkin, therefore, I gave it up with doing this and turned to the method using a reference image to model a head.



Under the help of the tutorial, I started my head modeling with reference images (downloaded online). First of all, importing two-reference images and apply them as bitmap material on the two planes, and then place them in both front and right view port. Group them as one object and rename it as ReferencePlanes.



Start with drawing a box from the forehead and then Convert it to Editable Poly to extrude Polygon on different perspectives down to the jaw as well as the other areas on the face, according to the division line on the reference image. (Extrude polygon works as the same methods as we make the clothes, pant and shoes earlier). It is important to see both the mesh and background image simultaneously, so I set the object (box) visibility: 0.7 under the object Properties, so that it is possible to see the reference image.



Adjust the lines by vertex to match the shape of the head as much as possible. Apply the Symmetry modifier to have the other side of the face, so that the overall shape of the head is finished as below.



It is time to create a nose on the face. Add more vertices on the existing Edge by clicking Insert Vertex under the Edit Edges section, and then connect the vertices to form a new edge under the Edit vertices section.



Adjust the position of each new vertex by following the shape of the nose on the reference image. After that, pull the vertices out in order to have the nose bridge. A rough nose is done viewed under symmetry.



Here comes the mouth part, which is the same procedure as making the nose above. The only difference is that for the mouth, there are two lips---upper lip and lower lip, therefore, extra adjustment requires in between these two lips.

The orbit is a bit complicated, as there are lots of layers around the eyes. Nevertheless, insert vertex little by litter and connect them respectively in order to have four layers around it. The layer in the center is deleted for the space of eyeball, while the second layer forms the upper eyelid and third layer is the space between upper eyelid and the eyebrow. The outer layer forms the eyebrow. Work very carefully for making good orbits.



Add more vertices on the whole head in order to be able to modify the mesh more accurately and then work out the ear using the same method above. However, it is better to adjust the ear from various perspectives, especially from the back side, for the ear is partly off from the head, it is very important that some vertices of the ear are still on the head.



As we can see, the head is basically created above. Now apply MeshSmooth modifier to make the surface of the whole mesh smoother. Change the color to be white (clown face) and visibility back to 1.0.



However, I am not going to use the original mesh of lip for my character, because character clown’s big red mouth is unique even though it is after make-up, the clown’s mouth becomes a trademark. Therefore, I start to make the red mouth by using Torus and then Convert to Editable Poly as to revise the shape of a clown’s make-up mouth.



The lip made of Torus doesn’t look so good, which needs to be modified it again and again until a shape of lip is formed. Moreover, the eyebrow of my character is made of Cone, which has been divided into two and attached on the face. Also, I change my character’s appearance slightly to get a preferred clown appearance; hence, he looks a bit different from the ones shown earlier, as I think those looked too serious unlike a clown. After a few more times adjustment, the whole appearance of my character Mr Joker looks like this with the eyes linked as well as the nose and hat attached (which were made earlier).


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