This tutorial goes over methods for defining the topology of an organic object in photoshop. This is helpful as a planning stage before you begin modeling to make sure that your have proper distrobution of faces and your target mesh will deform nicely.
This tutorial takes front and side reference images and prepares them for use as reference plates in your 3D package of choice. Distortions introduced by the lens, camera, photographer are removed and key features are lined up for easy modeling.
This is a two-part tutorial which exploits a little known capability of Max to create a head. I personally find this technique easier than box modeling for heads since your topology and edge flow are there from the beginning. With box modeling, there's a lot of division, connecting, turning, etc. to get basic topology in place.
This is a two-part tutorial which exploits a little known capability of Max to create a head. I personally find this technique easier than box modeling for heads since your topology and edge flow are there from the beginning. With box modeling, there's a lot of division, connecting, turning, etc. to get basic topology in place.
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OMS - Part 05 - Mirroring and Subdividing Organic Models
This tutorial will show you various ways to mirror your object and the pros/cons of each. It will then demonstrate various methods of subdividing your mesh
Introduction to a complete series of tutorials for modeling and texturing a human head sponsored by Ego Farms.
lighting can make the difference between amateur and pro. take some time to learn the standard lights in Max.
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OMS - Part 08 - Modeling Complex Organic Forms (an Ear)
In this tutorial we'll take a look at how the spline method can be used to model a very complex form, the ear. We will go over several tools found in EditPoly for creating overhangs, and also look at attaching the ear seamlessly with an existing head.
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11 - Join or Subtract Objects From One Another with Booleans
create objects quickly by adding/subtrating/intersecting objects
This tutorial will go over several ways to refine and add detail to your model. More specifically, will be adding polygons for a nose, then refine them until we achieve our desired shape.
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