C4D modelling a head

Out of context: Reply #8

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  • monNom0

    I don't know CD4, but most 3d packages follow a similar format.

    1) use a mirror modifier or clone your mesh so that you can model in symmetry.


    2) good topology makes all the difference. You can think of your mesh as concentric circles - edge-loops. You want edge-loops emanating from around the eyes and the mouth. as concentric circles, and the other edges as radial arms to those circles. They will connect in at the bridge of the nose, at the cheaks, and make a little triangle in the middle for your nose.

    3) work slow and add detail as needed. Going full-tilt and subdividing the shit out of it is just going to make things harder for you.

    UNLESS

    4) CD4 has a sculpting mode line zbrush/mudbox. If that's the case you can just mush things around til your heart's content, and then retopo you mesh over top of the final product.

    5) use reference. Grab a bunch of pictures of one person from different angles and use those as a guide. you can set up isometric views (straight-on, profile, top?) to get your proportions accurate, but you should also be looking at various angles to ensure you don't wing up with a strangely square head.

    Check youtube for tutorials.

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