Introduction to a complete series of tutorials for modeling and texturing a human head sponsored by Ego Farms.
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.
10:33
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
25:59
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.
This tutorials walks the user through a complete unwrapping session and points out problems often encountered when dealing with organic models. Such topics in these tutorials include: Pelt Mapping, Relaxing UVs, Unwrap UVW Setup, Pixel Distribution, etc. Once comfortable with the concepts and techniques here, I recommend you look at RoadKill.
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 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.
35:02
OMS - Part 10 - Creating a Face Texture From Reference Photos
This tutorial takes a look at using reference photos for creating a head texture. If you have photographs that can work, there really isn't any reason not to use them since they can often provide plenty of subtle details that would be very time consuming to add otherwise. These videos are a bit long since I'm having trouble finding good "break" points for digital painting techniques. Will try to make them more bitesize in the future.
25:31
OMS - Part 10c - Creating a Face Texture From Reference Photos
Often, when stitching/cloning/copying a face texture from parts, you can get areas that are blurred and smeared. This addition to the previous tutorials goes over how to use the nagel brush series to reintroduce some of the lost detail. The tutorial also shows the benefits of multiple UV channels and using them to add detail procedurally in Max.
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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