Learn a different approach to modeling heads by using linear NURBS curve cage production as a first step. This approach is fundamentally different from traditional methods and, once mastered, allows you to model from photos as well as drawings. Software required: Maya 2016, Photoshop CC 2015.
Modeling requires the artist to think in 3D, but how can you do this when your computer screen and pencil and paper operate in 2D? In this course, Character Head Modeling: A Different Approach, you will unlock the connection between 2D and 3D thinking through a different approach to 3D modeling (as opposed to more traditional methods such as box modeling). First, you will learn about schematics and how to use contour lines extracted from drawings and photographs of the face. Next, you'll discover how to generate a 3D linear NURBS cage, and with it, you will create your head model polygon by polygon, from all parts of the face to the ears and back of the head. By the end of this course, you'll have a new approach to head modeling that will help you create better character models than ever. Software required: Maya 2016, Photoshop cc 2015.
Eric Kunzendorf has been teaching computer graphics and animation at the college level for the last two decades at such varied institutions as Jacksonville University, the New Hampshire Institute of Art, the Atlanta College of Art, and the School of Visual Arts’ Savannah campus. He holds a Bachelors of Arts in Art history from Columbia University and a Masters of Fine Arts in Drawing and Painting from the University of Georgia.
Course Overview Hi, everyone. My name is Eric Kunzendorf, and welcome to my course, Character Head Modeling: A Different Approach. I'm an associate professor of animation at Jacksonville University, and I have over two decades successfully teaching modeling and animation at the college level. In this course, we're going to plan and execute a model of the character, Hugo Gruffman. We will begin by exploring how to create a front and a side view of the character's head. From there, we will trace a 3-D linear nerves cage that we will use to model the character head polygon by polygon. In this course, we will cover the methodology of using front and side view images for modeling; first degree linear versus third degree NURBS curves; grid, curve, and vertex mapping; slicing, dicing, and reorganizing your polygon mesh; and polygon creation and extension using the create polygon and append the polygon tools. By the end of this course, you will have gone a long way to mastering this different approach to character modeling. Before beginning this course, you should have some familiarity with the Autodesk Maya Interface and a basic understanding of Maya's Modeling Toolset is helpful, but not required. I hope you'll join me on this journey to learn this new approach to organic character modeling at Pluralsight, so let's get started.