3D Face Model Tutorial
3D modeling is the process of creating virtual objects whose characteristics simulate those of real objects. Taking up physical space is one of these characteristics. Mathematics breaks physical space into the following three separate components, called dimensions: the X, Y and Z axis. The X and Y axis can be thought of as an object's height and width dimensions, while the Z axis is the object's depth. All objects, including faces, can be represented as sets of points that specify these X, Y and Z values. The software you use to create such points is called CAD for computer aided design.
Instructions
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Get or make a digitized photo of the front view of a face. You'll base your model on this face's features.
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Open your CAD application and maximize its viewport that displays the front view of objects.
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Create a plane object whose dimensions match your digitized photo. Then, apply your application's texturing or material tools to load the image onto the plane, so that you're able to see the photo on the plane.
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Create a line (AKA spline) object that traces out the outline of the left eye of the photo. Ensure that the completed spline is closed, i.e., its end point is the same as its start point.
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Use the same instructions to create splines for the outlines of these other facial features: the right eye, nose, upper lip and lower lip. Always make sure that each spline starts and ends at the same point.
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Begin converting the facial features from two to three dimensions: Apply your software's tool to convert splines to shapes that are composed of polygons.
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Select all the polygons in the left eye. Then, run your application's extrude tool, which lets you interactively increase the depth (Z axis) of an object. Drag your mouse to increase the left eye's depth only slightly.
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Use the same procedure to extrude each polygon in the remaining facial features. Your face model now exists in 3D space. The remaining instructions show you how to shape the face.
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Delete the photo image from the original plane. You'll use this plane to hold and curve the facial features.
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Attach each of the facial features to the plane. Now, when you shape the plane, all facial features will be affected.
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Apply a bend modifier to the plane. Then, watch the perspective viewport as you increase the modifier's main parameter. You'll see the plane and its facial features curve, simulating the curvature of an actual face. Increase the curvature enough to match the approximate curvature of a human face.
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References
Resources
- Photo Credit Face To Face image by paul hampton from Fotolia.com