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Chapter 9. Character Modeling > Modeling the Head

Modeling the Head

Next, we'll move on the head. Here's where you'll put another 3ds max trick, edge looping, into play.

Given the flexible nature of Subdivision Surface modeling, it can be difficult to nail down exactly how an object should be structured. The current school of thought among 3D character artists is to apply the method of edge looping to control the shapes of their models. In this technique, the artist constructs deformable areas with expanding loops of edges, resulting in a much more versatile model for deforming and animating. You can visualize this by looking at your mouth in a mirror. Imagine that the outline (edge) of your lips is a flexible, expandable line like a rubber band. Changing your mouth shape deforms that rubber band. If you were to draw an ever-expanding series of these lines outwards from your mouth, you could see how the lines deform when you smile or yawn. These lines correspond to the edge loops in a 3D mesh. Your model will more accurately reflect the deforming mouth shapes if you create it with edge loops linking to the adjacent areas of the face.


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