Creating a Human Head in Maya



In this exercise, the setup is critical to getting a good result. Taking extra care in the preliminary steps will save you many headaches later on, in fact, it may make the difference between a successful and an unsuccessful model.


We’ll begin with an outline of our workflow, so we get a good conceptual understanding of what we’re doing step by step.



  1. Load image planes into the front and side windows. Optionally, you can bring in image planes for the top and perspective views for additional reference.


  1. Rough out the basic shape of the head using a default primitive sphere. Cut the sphere in half along the line of symmetry and delete one of the halves.


  1. Decide on the surface parameterization you want for the final head. Project curves on the surface to represent the U and the V direction of the surface. Construct new surfaces from these curves.


  1. Rebuild the new surfaces, align the isoparms to each other and attach them together for the new head surface.


  1. Refine the shape of the new head using various deformation tools and Construction History.































Image Planes



Whether you use photographs or illustrations for your image planes, it’s a good idea to edit them in a program like Photoshop before bringing them into Maya. Make sure of the following:




































































NOTE: You can make a button on the shelf to toggle your image planes on or off. Open up the script editor and clear the history and the input windows. Change the display mode of the image plane, and note the syntax of the command that is echoed in the history window.


Change the display mode to off; the command should read,


setAttr imagePlane1.displayMode 0;


The command setAttr means “set attribute”. “displayMode” is the attribute being set. “0” is off, “1” is Outline, “2” is RGB, and so forth.


Highlight the text that turns the image plane off, middle-click-drag the text onto the shelf, and you now have a button that turns the plane off. Repeat this procedure for turning the plane on, and for the on/off values of the second image plane.


You can change the default icons and put labels on them by clicking on Options->CustomizeUI->Shelves.

Sculpting the Primary Shape from a Sphere


The next step is to rough out the basic shape from a primitive sphere. You can bring in a sphere using the default settings, but since you’ll be adding isoparms later anyway it may be better to set the number of spans and sections to a higher number, such as 12.















































Once the shape has been roughed in, use Artisan to sculpt the bone structure of the face. Pull the chin, the cheeks and the brows, push the eye sockets in.


You’ll find that the geometry is not heavy enough in spots to get close to the shape you want. You can insert isoparms as needed to increase the geometry.












































When using Artisan, the following settings may help you define your tool and refine your stroke




































NOTE: While it is important to sculpt large bone structures with reasonable accuracy, the details such as the shape of the nose and the skin around the eyes can be left until later. Use the illustrations in this manual to get an idea of how detailed this initial sculpture needs to be.





As you sculpt, you will undoubtedly cross over the line of symmetry in V. To realign the sphere and regain bilateral symmetry, you can periodically perform the following operations:






































Deriving the Final Head Geometry



Deriving the Final Geometry for the Head


Now that we have a fairly accurate head shape, we need to reproduce the shape with parameterization more suitable for the way we want to animate it. There are several ways to accomplish this, but we are going to focus on one that leaves the mouth geometry open, and radiates isoparms outward from the lips. This method concentrates the most geometry around the mouth and lips, giving us the most flexibility for accurate facial expressions and lip-synching.





















Model with correct parameterization




Lock the model into the correct shape:










Define the U and V parameterization of the new shape:

















NOTE: Creating quality curves here is very important. Take extra care to make sure the curves are smooth and evenly spaced. You need only as many curves as necessary to define the surface, you can always add more isoparms as needed later.





NOTE: If you are certain about the position and quality of the curves on surface, you can delete them at this point. However, if you think you may need to repeat this procedure, you can place the curves on its own layer and make the layer invisible. Make sure that you delete history before you do this.



Continue by drawing the curves representing the “U” isoparms for your surface













































Duplicated Surface Curves



NOTE: If you view the CVs on the duplicated curves, you’ll see that the parameterization is dense and uneven. This is not important at this time, as we will ultimately rebuild the surface.






Create four separate surfaces:






Notice the dense, uneven CVs on the duplicated curves
























In the Rebuild Surface Options, make sure that you use the following settings:





Prepare to attach the surfaces to create one continuous surface for half the head:








Attach the surfaces:











Complete the head surface












Completed Surface





You now have a single, uniform, closed surface for sculpting and animating a human head, with parameterization suitable for accurate and convincing facial expressions.








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