Head Modeling Tutorial Part1 | Learn Maya

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[Music] welcome to my channel trim it color in this session we are going to do the modeling of the human head so this is the model I am going to create in Maya from scratch before starting the modeling process it is very important to know the facial structure of the human head to understand the topology correctly there are several muscles which are helping for the facial expression here we are going to discuss about some of these muscles first of all we are having orbicularis oculi around the eyes which helps to close the eyes as you can see this is a circular muzzle our topology also has to be circular the next muscles are the pair of zygomaticus major and minor which helps to smile so in this place that topological direction also has to be the direction of these two muscles next muzzle is Lavagirl a bi superior race which elevates the upper lip so the topological direction also will be like this the corner of the nose is very important because most of the expressions are connected to this area so the topological direction has to be like this the next module is orbicularis Oris around the lips which is also a circular muscle so the topological direction also will be circular this muzzle controls the movement of the mouth and the lips we will also concentrate on the depressor anguli oris which depresses the corner of the mouth so the direction also will be accordingly so these are the major muscles we will remember while creating the topology so now let's start the modeling process in Maya I'm going to use these two reference images as my and sideview as you can see I have created these reference images from different different photographs my goal is to create an average proportion here I am assuming that you already know the basic tools of Maya so let's get started first of all go to the friend view click on View image plane and import image select the front image now go to the side view do the same and browse the side image [Music] here I think the size of the reference images is too big so I'm changing it from 30 to maybe 10 also dragging the image towards the y-axis by changing the value of himmat Center Y and approximately giving the value for also keeping the front view exactly at the center by changing the image Center X I'm doing the same thing for the side image now I am keeping the image planes far from the grid so that while modeling there will be no interruption okay this is my sin and now we can start the modeling from a basic primitive queue I'm using a polygonal cube and at the very starting go to mesh and smooth it with one subdivision level so here I have got kind of a sphere and going to the front view and adjusting it according to the proportion of the reference image [Music] now I'll select this two phases and we'll extrude it for the blocking of the neck dragging it out and I will add just all the vertices from the side view so that it will take the shape of the head okay this is fine and I'll also trace the reference image from the front view so the primitive is getting the shape of the head now let's go to the side view and we'll create the topology for the jaw now tracing the jaw with the vertices properly and then we'll go to the face component and selecting all the front faces and extruding it this extrusion will create the topology for the jaw as you can see we have got another look at the direction of the jaw selecting these two vertices going to the front view and trying to match the jaw with the reference okay this is looking fine now selecting the edges from the top plane I will slide it forward to create the topology further I'm using the slide edge tool over here again pressing the shape correctly now coming to the front view and deleting half of the geometry before duplicating the mesh let's take multi cut tool and split the eye socket here at the block in only I am trying to create my topology so that later on very easily we'll get all the loops at its place now go to the mesh and then mirror option box the object is there in the positive x-direction so I have to create the object in the negative x-direction so I am selecting the negatives X site and mirror it a little modification with these two edges now going to the face component and selecting these two faces and extruding it in a global axis scale it down and keeping the faces in between two lips now adjusting it a little bit this is going to be the separation area of the tulips okay so once again going to the front view selecting the half and deleting it now let's insert couple of hedge loops and modify the topology go to the insert edge loop option box and click on insert with edge flow so automatically the edges will be circular okay one is loop at the side of the mount and another edge loop in the forehead and now I am connecting these two edge loops this is going to be the topology if you can remember the zygomatic major and minor area now select the object and go to duplicate special option works make sure the instance is on and X scaling will be negative one so both these sides will be working simultaneously now let's work with ellipse area I'm selecting these two faces and will delete it just to separate the upper lip and the lower lip now here I am going to insert an edge loop and I have kept the edge loop in my shelf and here I have given the edge low here actually I have created the room for the eye socket so selecting all the faces and I'm going to extrude it again selecting the extrusion from the shelf itself now in the global axis scale it down again going to the front view now my job will be with these vertices I have to trace the eye shape so let's do it quickly this is fine now selecting the vertices again I will try to make the eye shape a little bit circular selecting the faces from the eyes and deleting it for now on this stage I will concentrate on creating the topology so that later on I just need to insert the edge loops and everything will be done for me here I have given one edge loop for the eye modifying the lip area a little bit I'm going to delete this edge just to avoid the 5 valency from that corner vertex and I will explain this edge loop up to the back deleting the bottom faces I don't need it for now I'd just the next ship look at this his fame now I can extend this look by splitting in between and I will also slide the edges just to equalize it and in between creating the room for the chikhloo I'll spread this area okay so now everything is fine [Music] now going to the front view and giving a circular loop at the base of the nose and a side low which will extend up to the back I am also giving another edge loop from the eye and all these three loops will be connected at one point okay this is looking fine and you can see I have got the direction of the muscle zygomatic major and minor a little modification in this area and I'm going to insert another loop at the back to equalize the topology a little bit now it's the time for nose block in and I'm selecting these two middle faces you can see this is the height of the nose and I'll go to the side view and we'll extrude it at the connecting point two faces will be created by default you can see in the x-ray mode I am selecting these faces and I'll delete it coming to the side view and we'll trace the nose with the vertices [Music] also by selecting the edges giving it a circular shape okay this is looking fine now let's check the corner of the nose selecting this vertex going to the front view and checking its position now come to the side view and reposition the vertex a few more modifications and then we'll directly go for the lips now coming to the front view and taking the multi-cut tool and I will trace the lips by splitting the edges [Music] so you can see I have got the outline of the lips now coming to the side view and by selecting the vertices I will trace the lips from the side view so this will be the blocking of the lips after the blocking I will come back to the nose to the lips once again for a better blocking or detailing Here I am adding another edge loop just to extend up to the lips now taking the multi cut tool and we'll split the lips for the lower lip also I am adding another look at the same place Here I am having couple of hedges for the lips now it's time to equalize those edges by slide edge loop tool now moving to the side view and will insert an edge low for the nose wings here I'll be adding a couple of edge lobes to block in the nose so now selecting the vertices I will rectify the shape or the proportion [Music] now adding another edge loop at the nose bridge again by sliding I'm equalizing the edge [Music] that's fine go to the side view and let's check the position of these edges okay it will create the lower lip now I'm going to add another edge loop to block in the nose wings also a cross loop for the wing okay now from the side view we can give the shape of the wing we can trace it from the front view also I am trying to rectify this shape [Music] [Music] now selecting the faces of the nose wings and extruding it and scale it down to exaggerate the wings [Music] in this area a couple of adjustments by sliding the edges and vertices our next job will be to sharpen the corner of the nose so for that an edge low around the nose by splitting it with this I have created some triangles and some Pentagon's now my job will be to rectify it so selecting this edge going to edit mesh and collapse so you can see the edge has been converted into a vertex deleting this edge and I will insert another edge loop in this area and by splitting I will continue this edge up to the corner of the nose wings and this will be the topology also inserting another edge loop from the opening of the eye to continue this open edge so I am closing it by splitting after a few modification let's solve this triangle so I am selecting this edge and spinning it here I am going to split this area to convert this triangle into a chord so now you can see this triangle is a quad and we are getting nice topology for the nose wings at the bottom also by splitting the edges I am creating a better topology okay that's looking fine now I am equalizing the edges now moving towards the forehead and inserting another edge low in this area you can see that distance is too much and now quickly I will equalize the vertices and edges and will activate the shape of the head a little bit [Music] now coming to the eye socket inserting one edge globe because the height is too much and inserting another edge loop at the corner of the eye now my job will be to equalize all these edges by sliding it [Music] now let's modify the topology of the nose a little bit so deleting this edge lobe and I am continuing this edge towards the front also deleting in that edge lo I am inserting another lo and I am splitting this area spinning this edge and I am splitting it and you can see all these faces are quads and now my topology is much more simplified yes I have got a better topology over here I will also modify the topology of the forehead so deleting this edge and I will continue this edge as an edge loop here my plan is to shift all the edges towards the right so I am splitting that way [Music] [Music] okay this is looking fine so let's see what we have got so far from this model so this is our bycula is our cue line this is the topology of the zygomaticus major and minor and this is the corner of the nose so this topology already we have got so far and let's move on to the next step because my topology is ready I'm going to add a couple of edge loops at the forehead at the chicks at the neck to smooth the model a little bit more and then I'll go to the blocking of the individual areas like the eyes like the nose and lips and then I'll be adding the detailing for those areas so here you can see for the neck also I'm going to add some edge loops and the model is now looking a little bit equalized in terms of the topology so I will reshape the model by sliding the edges or vertices and we'll go back for the blocking of the eyes coming to the front view Here I am retracing the eyes by the vertices I am getting the proportion of the eyelids and also I am equalizing the edges by sliding it coming to the perspective I am making the eye a little bit circular now let's create the eyelids selecting this edge loop and I'm extruding it pull it a little bit in the y-axis local y-axis and selecting this loop entire loop and again extra date pull it out and this is going to be the eyelids now selecting these two edges going to the front view and dressing the upper eyelid similarly by selecting these two edges three edges from the lower eyelid and have to trace the lower eyelid now sliding the edges from the corner to give it a volume both the corners inside and outside and you can see I'm getting the volume of the eye now a little adjustment with the vertices and the edges [Music] now selecting the innermost edge loop and extruding it and pulling it inside scaling it up I'm trying to make it a little bit circular and this will be the eye socket and inside this volume the eyeball will be created I'm extruding it once again pulling it inside and scale it down if you want to can make it an exact circle this will serve the purpose for me here I am creating a new layer from the channel box creating a polygonal primitive sphere and keeping it in that new layer and this fear is going to be the eyeball now I am placing the eyeball at the position of the eye for now first I will properly position one eyeball and later on I am going to duplicate it I am changing the layer mode into reference so that I cannot select the eyeball in the viewport and I can adjust the eyelids and can make it a little bit circular so by selecting the components I am tweaking the eyelids according to the eyeball [Music] okay so this was the blocking of the eyelid now I am changing the layer mode from reference to the normal and selecting the eyeball going to the front view and by pressing insert I am also holding X snap to grid that is the button of the snap to grid and changing the pivot point to the center line now I am going to freeze all the transformation value of this eyeball so going to the modify and Fields transformation you can see all the values are freeze now now hit ctrl D to duplicate this eyeball and X scaling negative one I need this eyeball in the negative side this is alright now let's block in the nostril so in the nostril area I am selecting the faces of the nostril is three faces and edit mesh extrude I'm scaling it down and pushing it inside a little bit now according to the shape I need to add just it by scaling and by tweaking the components [Music] selecting these three faces once again extruding it and in the global axis pushing it inside [Music] pushing it more sliding it inside scanning it down and delete it I can see the nose bridge is too wide so I have to make it a little bit narrow so by tweaking the components I can do that now selecting the components again I have to tweak it and I have to give it the shape of the nostril [Music] coming to the corner of this nose wing and creating a continuous topology by inserting two edge loops in this area and splitting it [Music] now delete this edge and by selecting this edge I'm sliding it downward a little bit taking the multi cut tool and splitting this edge my nose wing topology is now correct I'm just completing all the edges and for the nostril also I am inserting another edge low so in this area the topology is looking correct now sliding a little bit more and I feel this is looking fine you can see continuously to five valancy vertices are there so I am inserting another edge loop in between and now it is fine let's move on to the lips I'm inserting another edge low at the lip line to make the lip line sharper here I am also trying to equalize the edges around the lips just to get a room around the lips [Music] now selecting the corner edges from the lip line and sliding it outside to make this area a little bit blended with a skin inserting another edge loop to the lips and by selecting the vertices I will give the volume of the upper lip and the lower lip now in this area let's split the direction of the depressor muscles so I am taking multi cut tool and split it by selecting the H I am deleting this Lo and you can see for the live now I can insert another look now that area is looking equalized and I will split this area still one triangle is there so I will just slide these edges to equalize it and in between I am going to insert another edge loop [Music] okay now let's modify this area and equalize it now I am going to exaggerate the philtrum ridges and for that I am splitting it if you want you can extrude also this area but by splitting it will take less time so that's why I'm splitting it you can see how I am continuing the loops from the nose directly to the philtrum Ridge area and I have got the topology I have to modify the components now here in this area you can see one x-rays loop so I am deleting it and now by selecting the edges I am going to equalize it I'm doing the same thing for the lower lip I'm making a room for another look in that area so that the count of the loaves for the upper lip and lower lip will be the same this is fine and again I am equalizing this area okay this is looking fine now I will move towards the friend view and we'll trace the middle of the lips so by selecting the vertices I will pull it upward a little bit and here also I am pulling it up to exaggerate the lips pad at the lower lip we are having two lips pad both the sides so I'm trying to give the sense of that okay and also at the corner I am pulling it upward this is looking fine looking more natural now the blocking of the year and the detailing of the entire head we are going to do in the next part the link has been given in the description you can click on it thank you so much for watching and see you in the next part
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Channel: TrimitKala
Views: 304,697
Rating: undefined out of 5
Keywords: Head Modeling Tutorial in Maya, maya tutorial, mayamodeling, mayamodeling tutorial, maya head modeling tutorial, maya face modeling tutorial, face modeling tutorial, animation, topology, face topology, head topology, edge flow, maya, how to, beginner, animated face, animated head, head animation, head modeling, face modeling, modeling tutorial, tutorial, character modeling, character modeling tutorial, polygon, speed model, eye, female, easy, maya training, 3d, Maya2017, Learn Maya
Id: GigCYmV3Ups
Channel Id: undefined
Length: 35min 46sec (2146 seconds)
Published: Mon Mar 11 2019
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