I'm James Taylor, and this is female head modeling for animation in Maya 2016
let's start by taking a look at the finished topology. when it comes to
animating the head, we have two key areas, the eyes and mouth. with the mouth we have
the laugh line that encircles the entire area,
it determines a lot of the animation that happens there. the eye is a bunch of concentric
rings, it's a little bit simpler. the real trick is getting these two areas to
blend together. now to start off I'm gonna import head specific image planes
and with these head
image planes, we need them to be extremely high resolution so that we can
make out what we're doing so you'll see that I can important more than one set
of image planes into each viewport and I'm just gonna match my new head image
planes with the existing body image planes once my image planes are set up
I'm ready to start creating the head. I build a cylinder and I'll set it so that it
has eight subdivisions on the axis and rotate it towards me, and then I'll position
that right on the center of the eye. I'll create another cylinder, this is gonna be the
mouth, I'll set it at 12 subdivision axes and I'll set this right on the
middle of the lips so with those cylinders I'll grab all the faces that
behind the front caps and I'll just delete those. you'll see that I lined
them up a little bit on the side view reference. I also delete half of the mouth
and then I'll combine these two objects together and duplicate special. and we
start by editing it shrink the Ibert all the way down and I'm gonna position this
right along the edges of the whites of the eyes and online that up in both the
front and the side views do not delete those interior edges and disconnect up
two down that I have a bunch of vertical rows and then I'll just grab that
outside row in extruded out a pool this next row outwards and it's going to be
outer edge of the island so where the island falls back into the head but on
the bottom we don't really have any lines to go on so we're just gonna keep
it relatively close to a job in August weeklies birds I do want to keep them in
relatively vertical rows the same way that I did with the eyeball itself now
from the side view all of these efforts will sit a little bit behind the verse
that they correspond to you on the eyeball area so this whole set of edges
is basically you know come back a little bit and I'll grab that set of edges
extrude that out and this row here is going to be the orbit around the eye
someplace in the upper edge of this rose pretty easy we're going to line up those
top three very along the highbrow that's gonna sit along that brow ridge where
you have to bring in outside versus here the inside word on the corner sits on
the bridge of the nose doesn't meet in the center can the verts below stick
pretty close to the overall I and then when I'm adjusting things in the side
view I program provides a pretty clear reference for what we need to do the
rest of it we can't have two guests and a lot more of it clear as we work on the
rest today and one last step here to select all of the edges and soften those
edges and then harden the edges around the eye and above the island to have
some clarity now turn my attention to the mouth with the outer road this is
the last line and the key to positioning and is this right here
wanna make sure that hooks above the nostril that's where the last night
begins and then I'm gonna move the rest of the shape around in Canada teardrop
shape earlier face we should be able to see the last line visible in our Image
reference and then in the side you move that around again we should be able to
see the last line pretty clearly in the side the reference
up next I wanna have the lips so to do that we're gonna go to add mode and
select all the edges on the interior of the mouth and use my connect components
shift right click and then find connect components in there that'll add a whole
new ad row and I'm match those very literally the edges of the let and
similar to the I really these guidelines note that on leaving the middle line
president and I'm gonna use my multi cut tool to connect up to down our use these
new efforts to match up this center row of the lips
now I can tackle this side view so the center to avert a really easy to place
they go out to the edges the reference these next two votes are critical
almost as far forward is that center row need to make sure that we get that
curvature the corner of the mouth will be pretty easy to place we can see very
literally that's third row is going to be slightly difficult to place and
typically I find myself placing that in the three years so I look at it and I'll
pull it forward said I get some nice curvature there you'll see a boston soft
and hard the edges on the lips the way they did with the guys next time you had
the chance to fill out the rest of the face on edge mode select the bottom two
edges on the mouth and Alex trudeau's straight down and then in the front view
I'm match those up to the chin and decide you will pull it black we won't
be able to get the curvature of the chain yet we're not gonna worry about
that right now you know it's true that edged out in this is going to define the
edge of our job line we really want this nice straight diagonal line because we
want our job like to be defined really strongly along the jaw bone itself and
then we'll go to add mode and I'll grab the two edges for the job that I just
added it is connected components to have a subdivision in there just a little
with a curvature that we can see on the image reference cannot do the same thing
with that second set of hurt on the job just had another set of subdivisions
there this time are used to insert and delete all and Alex true the resulting
it straight up those for its really easy to match up on this side view on the
front view their little bit obscured by her hair so we're gonna have to kind of
gas had it now when I start filling in the cheeks I'm gonna grab these three
edges on the bottom of the eye and extrude them straight down in these
efforts we can place most easily in the side view some pushing them back and
away from the bottom of the eye
then grab these two edges and bridge them together so now connecting the job
to YouTube cheek / I area and I can do the same thing vertically so I grabbed
the bottom three edges and the top three edges and a bridge across between all of
those and the feeling in the cheek now I do need another set of rows so use my
insert edge loop tool to add a new row and then that resulting for merge to the
corner of them
ok so we can see that we have a big gap that looks like a triangle by multi cut
tool and cut around them out like so and I use my collapse edge function to get
rid of that one triangle the bottom and then I'm just gonna delete this face
here and use my bridge again to connect across
now getting rid of those triangles one by one and you'll see that I pulled
those votes on the chin up and get a triangle down you just gonna selected to
lead and then extrude the bottom two edges on the chin down and emerged that
the corner of work that we have there and now I've got my squads at the bottom
of the face and I've also got that extra detail and I needed to start to actually
represent the curvature of the chance then next thing I would use feeling that
central area by adding the nose costs are bridging these two edges together my
next step is to grab the two edges on this center is here
connected components are multi cut connect them you'll see and reposition
them to kind of roughly match the shape of the nose in the front pew in then I'm
gonna grab the face that results from at an extremely it straight out words I'll
grab the face on the top of that extrusion extreme that straight up now
in creating the bridge of the nose up here I do have some faces behind the
shapes I just created wanna make sure to get rid of those before I go any further
outgoing server text mode next and I just the points on the bridge of the
nose and the outermost point on the bridge of the nose you'll see that I'm
matchup with that point on the outside of the I there then I could use merger
verse on those points and I'll go and look at these points in the side you in
all Test match it up to the reference in this idea and now I can work on the ball
that knows how to pull these points pretty far forward to match up to my
reference also need to pull these points in fairly closely to the centerline end
up with a fairly narrow shape and that's what we want at this point in time now
the next thing we're gonna do is going to seem a little counter productive when
you go into face mode gonna grab these faces here and to lead them so we're
left with only these faces at the bottom and the bridge of the nose match that
bottom phase to the bottom of the nose and Alex Drude out from the tip of it so
bridge from the bottom nose to the edge of it and then I'm going to connect
these two very tier and delete the resulting triangle this is going to
create some space for the last row I start with this adds year of extruded up
twice and I can occur around in both the front and the side views
next oldest bridge these two edges hear from the front of them to the last row
and then I'll grab all these edges going around and use Kinect components to add
another set aside divisions and I'll just grab that set of edges on the
nostril itself pull those backwards and out a little bit and now we start to see
the roundness of the nostril for me at this point I'm gonna go in the actual
holes to the last row I just go interface mode and grab these faces on
the bottom and extrude them in place and drink and a little bit I'll grab those
same faces again just extreme words in August read them up
create actual depth from the nostril now I'm gonna go back to the bridge of the
nose and I'm gonna grab the two edges on the bridge and extrude demonstrate back
I use my skills taught of plans then ask them into this space that already there
are snapped at uppermost point to the corner er away than I did before and I
snapped at lower most point into the corner of the nostril and just pull this
middle point out a little bit now we are gonna need to add some subdivisions in
here once the middle of the nose is positioned correctly I can grab these
two edges and use bridge to closer and a bridge the next set of edges below as
well in that I just wanna collapse that bottom edge on their bridges made some
merging those two firsts together thought leaders for the triangle
resolving a second start doing that by grabbing these two edges and connecting
them together and then just moving that up a little bit connect the next two
edges enroll as well and I'll snap the bottom most versus those down to the
nostrils were closing up to hold causes merge all the birds in the area together
now I can worry about that triangle there merged those two votes at the top
together and delete the Cross Edge and now we've got a quad now we need to do
with the opening next to last row which is kind of triangular in shape
technically we could feel it and it's a quiet but not really a little bit too
sharp if I wanted to add subdivisions here I can just continue line for the
nostril outwards however I won't keep things as simple as possible so I'm
gonna grab those edges around the edge of the nostril and delete those edges so
controlled to grab the East University ranked connect those disparate emerged
to the next to it and noticed the leak that diagonal everything's quiet it out
now gonna take care of the triangle and the outside and also grabbed the edge at
the bottom of that triangle and then the two next to easing my multi cut then
I'll grab this is right here and collapse that together and we'll see
that we have talked wives and we still have a nice flow that creates a laugh
line right where we need it now hit 32 going to Smith proxy mode and I'm making
changes to the anatomy of the face since we did reduce some of the geometric
complexity in this area you are going to have to massage the verse in the corner
than a stroke take it the proper kind of overlapping shape we need pushing that
edge back a little bit into the face to create some of that crease with a laugh
line sets now I do have these two triangles are gonna take care of under
the nose so I'll grab these two edges and connects them they'll turn both of
them and do a quad and it allows me to create a little bit more shape under
them
nose and now going to switch over to the lips so the first thing they're gonna do
here is a human on this age here and use a division to edge to put a single point
in there now convert the two triangles at the corner of mouth into acquired
give us a better lip shape and in order to hold a sheet metal it's a little bit
better and can use my creased all here so captivated I thought like the lips
the center line there in a middle mouse drag to activate increasing and
decreasing will do little hold the position these edges inverts better in
smooth and once I start creasing will see that I can adjust the positions of
birds because the shape of the object is gonna change so crease that center line
and then increase this center two edges on both the top and the bottom lip
do one last third of creases on the inside corner of the lips and then
that'll take care of the shape of the lips are much more natural effect now
and I'm gonna turn my attention to eyes and use decreased all there are creased
the eye itself and then decreased these edges that's about the I these represent
eyelid where it falls back into that now we can also use decreased who are very
it's so when you get a nice sharp corner on the inside and the outside of the I
so grab those verdicts activate crease increase as usual and now see that those
words hold their positions fairly strongly and now we end up with a nice
almond shaped I so when morley send before I start building the forehead
gonna grab this said year and is extruded straight up and then I'll grab
the Vern on the outside and snap it to the corresponding Island area and then
next grab all the edges along the top of the face in extreme them straight out
so both the front and the side views on line this up in the front you'll see
that I can spread it out a little bit so fans out in the side view I have to move
them any significantly to match up with the corresponding spot so I found on the
phone then next step is to grab all the edges in the forehead and use my answer
has lead to lower my connect components to add another row of hedges and I can't
grab that row pull it around and move it to match my front you reference to give
just a little bit more curvature to the forehead in that area and then I'll grab
these edges here and extrude those back and this is gonna fill out a side of the
for a year so I can just snap that were to the back extends with the IRA's and I
can subdivide this set of rows in a moment
have to reposition it based on my front and my side-view reference next wanna
fill in the skull so I'm going to create peace spear and put in place and then
I'll rotated so that its cap is facing towards the ear canal just a little
little bit in the front side view kinda to match that had what's really
important here is the number of subdivisions I'm just gonna reduce this
subdivisions until I get something that feels like it agrees with the number of
rows that I have on my head in this case of 212 on the access and eight
subdivisions on the height once I get that set on going to go into your face
mode and how grab some faces along the front here just words overlapping with
that had the lead that men want to reshape the skull sell and use my saw
select all to make the skull a little bit bigger and the side you will see
that they had tapers towards the face and the back is much wider peninsula
taxis to pull the rover on this cold it's gonna meet the air back a little
bit just to be clear the face to face mode and delete half of the skull and I
can just mess combine
find the head with the face and I can start matching verts consider is a
mismatch in the number of routes between the head and ask I just need to have
some red rose on the skull to fix that since you're next good look at the side
of the head and just create a little bit of an indentation right behind the face
to face the ear the IRA's really easy locator reference and it's going to
basically extrude out from three years three edges here but we're not going to
extrude from the edges themselves we're gonna go to face mode and grab these
faces and extrude those out and this will be a block that sticks out all the
way from the head and this will work on the back of the ear I just grabbed
efforts on the back there and push and pull them how to create the shape of the
year but on the front I need to merge these birds back into the head there is
no ridge between here and the face there's a smooth flow from the face up
into the ear that we want to make sure that we capture and we're working
extremely low res here the advantage here is that everything is gonna be
quiet it out very nicely the downside is that it's gonna be a little bit more
difficult to catch the shape of the year using so few points in since we do have
some triangles right up at the top to solve that i'm gonna grab these edges
and connect them then get rid of both the triangle that we have at the top and
the bottom of the year this will all also allow me create a little bit more
sheep towards the front of the year which will be very helpful
another reminder though we don't want to have a range at the Fermi year like
you're seeing there were pulled these back in to create a smooth flow from the
cheek our way to the back part of the year and while I've been working
primarily in the side view 81 @ take a look at the year in the front view and
make sure that I match up there tends to stick out and away from that a little
bit more than people think it does so we just want to make sure that the top of
the year is pulled out a little bit more and at the bottom of the years takes a
little bit closer to the school so the extended cut takes this one step further
showtitle attached to head in the neck together create a probably
and with the body and also reveals some retail apology tricks for getting rid of
triangles in tricky places and most importantly I go in depth and create
improper anatomy which is extremely important when trying to create an
attractive female character to go to my site and check out the extended cut
great way to support this channel can be making more videos so the end result is
a totally quite a mesh which will be great for animation and it's also a
perfect starting point for creating any other characters in the future
another looking for ideas for new tutorials just something you really want
to see drop a comment on James Taylor thanks for watching