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Content:
1-
Introduction
2- Pre modeling
3- Egde Planning & Topology
3.1-
Human
Face Topology
3.2- Topology
3.3- Modeling rules
4- Modeling
4.1- Polygon Modeling
4.2- Sub-D Modeling
4.3- NURB Modeling
4.4-
Zbrush/Mudbox Sculpting
Modeling
5- Common mistakes & tips
5.1- Eye areas
5.2- Eye balls
5.3- Eye lashes & tear
5.4- Nose & lip
5.5- Chin
5.6- Ears
6- Optimizing
7- Conclusion
References:
Books
& DVD:
- "ESSENCE:
TheFace Modeling and Texturing" - Ballistic Publishing 2007
- "D'artiste:
Character Modeling" - Ballistic Publishing 2005
- Gnomon
Workshop tutorial DVD: " Head Modeling in Maya"
Artists:
- SoaLee
- Max Kor
- Steven Stahlberg
- Maxwagyudi
- Francisco A.Cortina
Websites:
- www.cgsociety.org
- www.3dvn.com
1-Introduction:
Creating
believable human face is one of ultimate goals of every 3D artist. The process of
creating an average human face is nothing new, however to get the realistic and
natural looking we have to make the best out of every step we do: from
collecting references, planning before modeling, texturing, rendering...etc. In this
essay i will only go into studying the modeling process, i will skip talking
about fundamental basic things such as how to use tools in Maya or step
by step instruction but pay more attention to upper level things
such
as : work flow, different method in modeling, topology, common mistakes
...etc all the things that you should put your mind on while modeling to
create a realistic head model.
2-Pre
modeling:
Before going into modeling process, i
researched
at how should we set up references and concept arts as these process have a
direct influence
on our models later. The most important things in this part is the
accuracy and quality of reference photographs or concept arts, if we under
estimate or make mistake in this process, we might face problem in modeling when
we realize that the model fit with the front view image plane but does not fit
with the side view, or there is chance that our model look exactly fit in
orthographic view but in perspective view it doesn't look alike the person in
reference and this will consume a lot of time to make any changes once we have
moved into modeling part.
If we are going to take photograph of a real
person for references, It is important to take photograph at right angle or else
our model will look wrong and we will have to spend considerable amount of time
to adjust it. we should also take into account of our camera 's focal length.
the longer our focal length is, the better reference photographs we have. Because the longer our focal length is, the closer our view angle to
orthographic view ( like front view, side view which we base our modeling on). However, in theory we never
get a orthographic reference photograph due to distortion of view angle so the
models in 3D always look a little bit fatter than the real person, but this can
be solved by additional editing in perspective view. The other thing is we
should use even lighting because all the detail will be washed out or become
hidden with too strong or too low lighting.

Getting
reference images into Maya :
We
cant get the raw photograph straight from camera into Maya image plane for
modeling yet, because of the deviation during photographing process we have to
check whether these image are exactly fit with each other or not. we should
correct our reference images in
Photoshop or any other images processing application.
(
references images from "ESSENCE: TheFace Modeling and Texturing" -
Ballistic Publishing 2007 )

3-Edge
planning & Topology:
( references images from "ESSENCE: TheFace Modeling
and Texturing" - Ballistic Publishing 2007 )
we
should always plan before modeling or else we will get lost in maze of edge
loops or have too many unnecessary faces, triangle or pole ( vertex that shares
more than 4 edges ).initially
we have to sketch out the main shape of the head then base from that we plan our
edge structure. Having good topology for
our face model is even more important than other object in 3D.
Why
?
Because
topology and edge loops play an important part in building up the head volume,
characteristic as well as deciding what the head model can do in animation,
moreover unlike other parts of character, the head have much more screen time
with many close up shots that involve complex facial expression animation. With
a good topology, it 's possible for our head model to have realistic expression,
if we have messed up topology, our head model cant do a single facial animation
and if it can, the expression will look very un-natural.
In addition a nice topology will also make it possible to build the model with less
geometry but still look realistic and accurate.
( Top: "Europa" by SoaLee
Bottom: "The Night Elf" by Max Kor )
This is an example on how bad topology affects your animation deformer. Due to
poor skinning and topology, the polygons at the mouth corner are being sketched
as bad as they can.

With a correct topology we can
achieve a much better result with less poly count.

3.1-
Human Face topology
" So
what is a correct head topology? how should we know it is good or bad ?
"
In
order to answer this question we should go back and look at human face anatomy. As
you can see, the shape of human head as well as winkles and expressions are
formed by muscles and shape of skull, the muscles that create the nasolabial
fold is :
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-
Zygomaticus major and minor,
-
Levator anguli oris
-
Depressor anguli oris
-Levator
Labii
-
Risorious
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( Reference images from "D'artiste:
Character Modeling" - Ballistic Publishing 2005 )
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But
these muscles dont help in determining the shape or the topology of the
surface or the nasolabial fold but we should know about them as they are the
source of what causing emotion.
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"
how facial muscles work :
imagine a thick sheet of foam rubber lying
on a table, with strings attached to its underside. when one or another string
is pulled, part of the sheet slides and wrinkles. The strings are invisible to
us - all we see is the wrinkle on the surface. To get it exactly right we must
study the outside shape of the sheet, possible also the table, but not the
strings themselves"
Steven
Stahlberg - "D'artiste:
Character Modeling"
Ballistic Publishing 2005
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( Reference images from "D'artiste: Character
Modeling" - Ballistic Publishing 2005 )
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The
foam rubber is the skin surface which our model is, and the strings are muscle,
and the table is skull. so we should study the movement and shape of the outside
skin not the muscle.
So
we decide the topology base on the major wrinkles which is formed by facial
muscles. so a good knowledge about muscle and facial anatomy is a bonus but our head model might not look realistic if we try to plan the edge structure on
exactly every muscles and wrinkles, it would lead to a dead end.
it
's better for us to exaggerate the wrinkles on the reference images and build
our topology upon that.

( reference images
by Steven Stahlberg at www.cgsociety.com )
3.2-
Topology:
This
is a basic example of how should we sketch out our topology on reference
images, we start with the most identical wrinkles then build up
intersected edge flows upon that.

( Reference images from
"D'artiste: Character Modeling" - Ballistic Publishing 2005
)
Since most of human face are about 99 % similar to each other
in anatomy, so the
topology
would not change dramatically. These are some good and bad examples of face
topology I found:
However, we can see that, in those good topology example, each model has a slightly
different topology but they still base on the same way of conceptualize.
"
Humans are genetically similar to 99.97 percent or something like that. Yes the
lines in the face look different, but we all have the same underlying topology,
the potential for those lines. It's like lines in the hands of our palms, all
slightly different but basically very similar - for instance you'll never see
someone with the lines going in the opposite direction, from the thumb to the
pinkie."
Steven
Stahlberg - "D'artiste: Character Modeling"
Ballistic Publishing 2005

( reference images by Steven Stahlberg at www.cgsociety.com
)
"On the guy, the typical doubled-semi-colon shape that's created by
the nasolabial folds as they run into the chin, together with the next wrinkle
parallel to it. Almost every single person on the planet shows something quite
similar. (Although a few have the nasolabial fold hooking up a bit lower on the
chin.)
"
Steven Stahlberg at
www.cgsociety.com
It 's also better to know that there is no such looping structure in our human face, as we
can see in those reference, breaking our face structure into edge loop is
for sufficient and simplification of polygon topology. So that the face's topology
in 3D technical term is approximated and there is no absolute single perfect topology for head,
it 's depended on our reference and purpose of modeling.
3.3-
Modeling rules:
The
rule for human face modeling is the same as other objects:
-As
low res as possible,
-
Use quad as much as possible and use triangle when necessary, we should not
avoid triangle at all cost because having triangle, despite of the fact that
the model might not deform nicely when animated but it will save we
unnecessary edge loop and faces.
- Avoid poles ( where vertex share more than 4 edges, it 's
impossible to avoid pole in our model but we should hide these at those area
that are less seen in the model because the areas that have pole are not
smoothed properly ) these are some
area that usually have pole and they are acceptable.

-
polygon should always be as chubby or square, no long thin nor diamond shaped (
some of these are acceptable to form wrinkles )
-
the edge direction should not run across form of surface or expression. the
worst case is topology running at 45 degrees to the decline curve of the
surface.

( Reference images from "D'artiste: Character Modeling" - Ballistic Publishing
2005 )
also
an important things is :
"
the most difficult part is finding the balance between having enough detail to
achieve what is needed and building as light a model as possible "
-
Francisco A.Cortina - "D'artiste:
Character Modeling" - Ballistic Publishing 2005.
The
more edge and polygon we have, the more accurate and realistic our model is but
the more difficult we can edit it. This apply for both still image and
animation. With still image sometime it 's ok but it 's a good practice to keep our
model light and low res. If we want to have extra details, the key thing lies in
the texture part.: especially normal and displacement map.

4- Modeling:
Not as strictly as modeling rules, there are many way of modeling a human face, everyone
finds their own a comfortable way to do modeling. These are some method that I have found :
4.1-
Polygon Modeling:
Polygon is the most popular, basic, essential
and straight forward modeling method. And it varies in different ways :

( Reference images from Gnomon Workshop tutorial DVD: " Head Modeling in Maya" )
- Start from a primitive shape ( cube or sphere...etc) : some people
start by modifying primitive basic mesh like cube or sphere. We block out the
overall shape of the head first and delete some unnecessary face and edge loop
to form a basic topology. after that we start to go into detail by adding more
edge and face around area like eye, nose, mouth....etc

( Reference images from
Nnso'n: head modeling tutorial at www.3dvn.com
)
- Start from curve/lines : some people
prefer to draw curves that run along the most identifiable
lines of reference images, then edit these lines to form a basic head shape.
Then do a extrude command around the lines and start building separated
parts of the face then connect them together when done and carry on
editing those gap to form a completed face.
- From plane : this method can be consider
as the first method i mentioned, we start from a plane and we draw a rough
topology on it using split polygon tool or any other drawing edge, cut face tool
from plugin. Once we have we basic topology done, we can start pulling the
point to form a face that match up with the side view image.
Polygon
modeling let us have direct control over edges, faces and vertices, it 's fast
and easy to keep track of modeling process however it require a lot of editing
work and sometime it does not work efficiently with surface that need high
smoothness and accuracy.
4.2-
Sub-D Modeling:
SUB-D : this can be also called polygon modeling. Not many people choose this method to work with. At the beginning, it is
the same as polygon modeling, once we have our basic head model, we can go into
detail by sub-divide one more level to have more vertex for editing. we can
also go back and forth during the modeling process to edit vertex at different
level. the advantage of this method is the hierarchy workflow it allow we to
easily edit the vertex at level 0 if we want to change the overall shape of the
head while not being confused by the detail that kept in higher level of
Subdivide. the other advantage is the low res version of the model doesn't need
to be perfect in topology when we go to higher level, all these N-gone will be
all quad and smooth without losing any detail.
4.3-
Nurb Modeling:
NURB : nurb is great for modeling automotives, symmetrical objects and accuracy
surfaces but it can be used for head modeling as well as other organic objects.
the work flow also depend on how skillful we are with NURB, we can make the
whole model from start to end with NURB, but it will be a hard work with all the
detail of the model, we will have to plan every surface patches for the details we
want to add to the model. the common workflow is we usually make the basic head
model in NURB then convert it to polygon, and we can
chose ether SUB -D or polygon to go from there.
4.4-
Zbrush/Mudbox Sculpting Modeling:
+
ZBRUSH / MUDBOX : an alternative way to modeling a human head is using 3D
sculpting software like Zbrush or Mudbox, we can start with Zphere, or any
rough head model, then we start sculpting and adding detail to the model. After
satisfies with the detail we have added to the model, we can use the retopology
tool in Zbrush or resurface it with new topology in maya to create a lighter model but still keep
the similar look of our high res model in Zbrush.
The advantage is we can
detail our head model with millions of polygon, also
the process of modeling and topology is separated so
we can concentrate
on one thing at a time, they said " modeling first, topology later!".
Moreover from the high res model we can generate normal map, cavity map,
displacement map...etc these will help we a lot in texturing work later.
The
disadvantage are : This method take a lot a time, we have to create both super high res model
and low res model. In addition we need to have a good sculpting skill in order to
sculpt a good high res model with details. But these are only few disadvantage i can find of this
method, overall i think it is really good and being used by many people
nowadays.
Among all the modeling method i mentioned above, i find my self comfortable with
the basic polygon modeling which i will use to create the base mesh in Maya and
then i will bring it into Zbrush for sculpting and re-topology. Finally i export
the lowest level mesh in Zbrush back in to Maya and apply a displacement map
& normal map generated in Zbrush to make it look like high res model in
Zbrush.

5-
Common Mistake &
tips:
However,
despite of what modeling method we use, there are some common mistakes and areas
on the face we should watch out.
5.1-
Eye areas
Because they often say that eyes are the
window of the soul, they are the ultimate important element in 2D painting as
well as 3D. Viewers always look at the eyes of character first. it 's the eyes
that make the most characteristic out of character's face. So it is never
redundant when we spend extra time for the eyes.
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it
's better to use a sphere as reference to model the eye lids or else they
will look unnatural and intersect with the eyeball. the eye lids are
decided mainly by two curve that formed by upper and lower eyelids. we
should also have an extra edge loop inward to make the thickness of the
eyelids.
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the eye's canthus should also be modeled or else our eyeball wont fit in
the eye holes some people make eye's canthus separately from the face, but
this will make it look like having dirt in the eye's comer so it 's better
to having everything as one union mesh object.
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The upper eyelid also have to be modeled as well. some people often make mistake
when making a absolute edge loop around eye areas, in stead we should have a
line go out from the outside eyes corner.
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These
small detail seem not to be noticeable from
far distance, but in close up scene they make the eyes look much more realistic
and soulful.
5.2-
Eye Balls
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Bad example of 3D eyes
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Real eye photographs |
Many people underrate this part and they only use one single simple
sphere for the eye ball, this make the eye look robotic and dollish. Looking at
realistic eyeball, we can see that the eyeball look much deeper and glossier.
The key is we have to mimic the real anatomy of the human eyeball. the most used
method in modeling realistic eyes nowadays is breaking the eye ball into two
separate part:
-
the cornea and the eyeball.
the
cornea is like a sphere but more bent forward at the center, and it's
transparency with only catch specular, reflection and even refraction.
-The
eye ball is a sphere but sunken inward at the center to form iris.
This
detail modeling can make our model 's eyes believable.

( Reference images from Nnso'n: head modeling tutorial at www.3dvn.com
)
( Reference images from Maxwagyudi : Making of Ingrid Bergman )
The water part between the eye lid and eye ball should also be modeled to give
more realistic looking of the eyes.
5.3-
Eye lashes & tear
The
important thing is the natural shape of eye slashes. the shade is depended on
the many elements of the eye slashes.
"
an important thing to remember is to get to correct amount of bunching and
randomness in both length and placement. The lower lid's lashes tend to bunch in
smaller numbers, while the upper lid's lashes bunch in greater numbers. The small
membrane on the inner corner of the eyelids, or the 'caruncula lacrimalis', is
one of the most important elements of the eyes."
-
Francisco A.Cortina - "D'artiste:
Character Modeling" - Ballistic Publishing 2005.
I see that many people use image plane with eye lashes texture on it. But this
will make the eye lash look flat, and not good enough in close-up shot.I do
some extra study of different method in making eye lashes. some people use Hair
& fur in Maya or Hair plugin to make this, but it 's still not really food
for close-up.I find out that the best way to do eye lashes is : polygon eye
lashes !. Despite of what method we use but the output should be polygon.
Polygon eye lashes have a better look with more depth feeling and cast nicer
shadows.
we
can
use Maya paintFX or third party- plugin to make the eye slashes then convert it
to polygon.
I
find myself comfortable with the method of using Maya paintFX hair to model eye
lashes then convert it to polygon, this way i can still render the eyelash
properly in polygon form while keeping the construct history of PaintFX, i can
modify the randomness, the thickness as well as the number of strands ).

Beside,
as the number of eye slashes is small ( around roughly 350 strands overall in
both side of the face ), converting it to polygon is not a big problem
nowadays. If we want to animate without lagging, we can make it
invisible since it 's a minor part in animation.
5.4-
Nose & lips
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"
both nose and lips contain some of the most subtle variations in shape on
the faces. As with drawing and sculpting faces, the key is understanding
the planes and angles they flow based one the underlying bones and
muscles."
-
Francisco A.Cortina - "D'artiste:
Character Modeling" - Ballistic Publishing 2005.
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( Reference images from "D'artiste: Character Modeling" - Ballistic Publishing
2005 )
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Through
researching, I found out some good topology for those areas :

The
edge around nose area form a round curve starts from top of the nose and go
along ala and terminate at area where Philtrum meet nostrils. The mistake we
often have is that edge loop doesn't go around the nose but grid-like edge loop
instead, it make the nose
look square and big.
In
the lips area, we should have at least 2 edge loops go out at the lip's corner
or else the model's mouth look like being cut. Also, To
emphasize the shape of the lips, we should add an extra edge loop around lips
areas because without this edge loop when
we smooth or subdivide one more level, the lib shape will be smoothed out.
In addition we model the head with
close mouth but it 's better to have some extra face loop inside the mouse just
in case to hide the border edge when character open his mouth.
5.5-
Chin

At the chin area we should terminate edge that run from above with a square
polygons area. This topology will make we adjust the shape of the chin easier
or just in case when our character have a double chin. we
should
also have an edge loop start from chin and terminate at ear, this will form our
character 's jaw bone more nicely.
5.6-
Ears:
Ear
is a very tricky area in the face, it has spiral structure with a lot of
detail in, if we are not careful we might end up spending too many polygon
for it. what people often do is: they model the ear separately and then adjust
its to meet with the head topology, after all they sew the ear with the head
model, we may have some triangle around the ear but since the area behind the
ear is hardly seen it 's fine. This ear model can be reused for any other models
too.

6-
Optimizing:
It
's essential to keep in mind while modeling that whether our model are suitable
to other process or not.
We should always review our topology one
more time before continue moving to next step to check for unnecessary edge
loop, triangles...etc. This will make our work easier later.
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UV mapping :
It is necessary to
keep the topology of the model as symmetrical as possible unless we have
to model character with half of his face altered. This will help us a lot in UV
and texturing whether we do it in Maya
or other software.
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Animation :
- Review our topology to check whether our
character 's face will have a good deform when doing expression or not.
- If our character will talk or open his
mouth, we will have to hide the open edge of the inside
lips area and model the interior of the mouth as well.
-
we also have to put extra edge loop in the upper eye lids area so we will have
enough polygon for the eyelid to cover the eye ball when character closes his
eyes.
-Just
in case that the character might have frowning or glaring expression, the
forehead area will form some wrinkles here. unless if we want to do it by
texturing, we can add some extra edge loop here so that we can have enough
polygon to make those wrinkles. But this is not really necessary if we dont want
such a realistic deform, remove it can help we to have a lighter model.
6-Conclusion:
Modeling human face is a common topic in 3D graphic. It can be said that face
modeling is a simple task, but the most difficult things lie in the harmony of
details and shape that make up the unique characteristic and natural of the
face. A small change can lead to a vast difference, sometimes it 's difficult to
evaluate whether the face look right or wrong, if it looks wrong, which part
should be edited ?.A realistic and successful face model will depend much on
texture, shader and lighting, however these parts can never be success if they
don't have a solid base - the model itself.
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