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C. The Head
This is probably that part you actually care about.

I know how to model in maya. I use NURBS. I *think* this should work perfectly fine with polygons too. If you're 3D Program doesn't have NURBS, then try it with Polygons.

i. Reference Images

I think the key to being able to model a head correctly is having very accurate reference images. I have found that using an anime image for this does not work. I know you want to model an anime head - you still can - but anime is not accurate to the 3-Dimentional world, and using an anime image as an initial reference just won't get very good results.

This is just for getting the size of the head, basic shape, and the jaw in the correct place. For that, it's best to use a Realisic Head as a base. You can add more specific character adjustments later in the tweaking stage.

For This Stage, I use these images. It's a perfect front, and a perfect side and their the exact same size - and square images, so I don't have to worry about the plane being the wrong shape.

Click to view Larger

Create Two Planes. One paralelle to the Front View Port, and One paralelle to the Side View Port. Use your 3D Program's Texture area to create two textures, one for each image, and assign the texture to it's corrisponding plane.

Some 3D programs require that you set the viewport to use Hardware Texturing to make the texture appear.

Some 3D Programs allow you to set an image to be the background of that view port. This may be a good alternative, but only if you can make the image stay in one spot even when you are panning/moving around that view screen.

ii. Drawing Profile Splines

Go to the Side View Port and use a create curve tool to trace the profile of the head. (In Maya, I prefer to use the Create > EP Curve tool) The first point at the top of the head should be directly on the Y axis - use grid-snaping to make sure it's directly on the axis. Try to use as few points as possible and still keep the basic shape.

REMEMBER! As FEW points as possible, and still keey the basic shape. DON'T WORRY ABOUT DETAIL! Don't put a lot of detail on the nose, and try to minimize the number of points around the lips.

Next Duplicate that Line and rotate it 180 degrees around the Y Axis. This flips it - you could also 'mirror' the curve if you're 3D Program supports that.

Go into a CV / Vertex edit mode and change the shape of the curve so it matches the curve of the back of the head. Try to avoid moving CVs too far up or down from their original location. The less change in the position up or down will create a smoother surface when the curves are lofted together.

Duplicate the first profile curve again, but rotate this one 90 degrees around the Y axis. Toggle to the FRONT view port so you can see the front of the head and the new curve. Go into CV edit mode again for this curve and adjust it's shape to match the side of the head.

Duplicate this curve and rotate it to -90 degrees on the Y axis. This will flip it to the other side of the head.

Return to the Side view port and duplicate the first profile curve again but don't rotate it any. Toggle to CV Edit Mode. This is where you have to start using your brain and your imagination a little... make that a lot.

In this step you'll make a number of curves that will be rotated around the head to fill in the gaps between the four curves you've already made. First, a curve that will indent at the eye cavity, and curve out for the cheek. This curve is still close enough to the front of the face, to still have the lips. After that, another curve that will still go in for the eye cavity, and out for the cheek, but below that, it should indent in more for the side of the head. You may, or may not want to still have the lips at this point. After that, a curve will have less of an indent for the eye, and will come down from the top of the cheek towards the chin. Compare this curve with the curve for the side of the face as well.

The above image shows what it will look like when you've finished making all of the nessecary curves. The first curve you made - the one that is at 0 on RotateY is the Green Line shown here at the top of the screen. This is from the TOP viewport. Since the first curve has the nose, it appears as the longest line. The 2nd curve, the one you've just duplicated, will not include the nose, but the point where the nose meets the cheek.

The other image to the left shows the first 4 profile curves created - their position and the angle they are set to after being rotated.

When editing the curves, make sure they are not rotated any. They need to be at y=0 when editing them.

When I got to the 4th profile curve, I rotated it to 90 and went to the Front View. Since this curve is getting near the outer edge of the face, and close to the side, I wanted to make it a gradual change to the side.

Using a similar method as the front cuves, create a curve between the very back and the side. Since this area is very simple, you only need one curve.

Check the curves between the front and side views often to make sure they are accurate to the images and still changing gradually to match the shape of the face. Check the curves in the Perspective view to get an idea if they're forming a head accurately.

iii. Lofting and Tweaking

Once you've got your completed curves go to the top view and select each curve starting from the center-back curve, around in order (it matter which order you select them in some 3D programs, it's best to do it just in case). Once all of the curves are selected Loft them together. If you're 3D Program has an options window with loft, look to see if there is an option called "Close" or "complete" - If there is, make sure it is selected.

If you want, you can undo and go back to adjust the curves, but don't worry if the head doesn't look perfect at this point. As long as the basic shape is pretty close, you're fine.

If you're ready, go ahead and delete the profile curves used (in Maya, you'll want to Delete History on the newly created head before you delete the curves) Click on the head and go into CV/Vertex Edit mode. (press F8 in Maya) and begin tweaking the face to adjust the shape.

Remember to select the CVs on both sides of the head when adjusting. If you want to move CVs outwards, select the CVs on each side, and use the Scale tool to push them inwards or outwards.

The important reason for leaving the head very simplified in the beginning is to make it easier to adjust the shape of the head in this stage. If needed, Insert Isoparms / Splines / Edges to increase the detail on the face where needed. (In maya, right click on the head and choose Isoparm, click on an existing line and drag to where you want the new one created. Then -while in the modeling menu- choose Edit NURBS and choose Insert Isoparm.)

Continue to tweak the model until you are happy with the shape.

Add more Isoparms/Splinesl around the Nose, Eyes, and Mouth and add more detail to them. Detail is added to the lips in order to make animation later on easier, if you don't plan on doing this, then don't bother. The fewer splines present here, the easier it is to remove any creases.

Add splines around the nose and adjust the shape so it's more accurate. The eyes are where the majority of the new splines will be placed though. These are to create the upper and lower eyelids.

Once you are satisfied with the shape of the eye lids, create a sphere and place it in the eye socket. Resize it as nessecary. Duplicate the sphere and fip it to the other side of the face.

That's as far as I'll go right now. If anyone actually really wants me to go onto other things, I might do it. You can e-mail me with any comments - but I probably won't be much help with questions unless you are using Maya. I don't have any direct experience with any other 3D Programs.

*email address removed - sorry*

There are still a few small things that need to be done with it, but for the most part it's done (the mouth needs some detailing - teeth, etc.)