Low Poly Face Pt. 1

LOW POLY FACE PART 1
LOW POLY FACE PART 1
MODELING THE BASIC SHAPE OF THE FACE IN 3DS MAX
1. Create a box and position it in the middle of the grid. Set Length, Width, and Height Segs
to 4.
2. Convert the box to Editable Poly. Go to the Paint
Deformation rollout. Under Brush Options, check
on Mirror. Use the Relax tool to shape the box into
the basic shape of a head. You might need to also
adjust the brush size of the tool. Make sure that
when you are in the Front view, so you are actually
looking at the front view of the character. Take
note of all views.
3. Use the Swift Loop tool to add more loops as
shown in red:
LOW POLY FACE PART 1
4. Round out the area where the nose will be extruded and then extrude out the faces:
5. Now it’s time to model the mouth area. Add a swift loop around the mouth area and
round it a bit and then inset the faces:
6. Extrude the faces of the mouth in and delete the faces:
LOW POLY FACE PART 1
7. To model the eyes, first add a swift loop where the eyes are going to be as shown in red.
Then delete half of the face and add a Symmetry
modifier. (Remember before adding a modifier,
you must be on top level selection mode):
8. Select the faces around the eye area and inset it:
9. Go to Vertex selection mode and round out the eyes.
Then go to Polygon selection mode, select the eyes faces
and extrude them in. Delete the faces for the eye
opening.
LOW POLY FACE PART 1
10. Create the ears by using the Swift Loop, Extrude, and Rotation tools:
11. Go to Element selection mode, select the entire face and smooth out the face by using
Smoothing Groups. Collapse the Symmetry by right-clicking and Collapse All:
LOW POLY FACE PART 1
CHECKING THE TOPOLOGY
1. Before you import the model in Mudbox, you must check to make sure that the topology is
clean. There shouldn't be any overlapping vertices or multiple edges. To do this, first go to top
level selection mode of your model, then add STL Check modifier from the Modifier list. Under
the STL Check parameters, set Errors to Everything, Selections to Select Faces, uncheck Change
Mat-ID and check "Check".
The highlighted faces mean
that somewhere around
those areas, there are
overlapping vertices or
multiple edges. Fix those
areas.
2. If your model have an edge with more than 1 vertex, delete it by clicking ctrl+backspace :
LOW POLY FACE PART 1
3. After you are done cleaning up your topology, collapse your modifier stack
CHECKING THE NUMBER OF POLYS
1. To see how many polys you have used for this face model, go to Configure Viewports, and
check on Show Statistics in Active View in the Statistics tab. Then you shall see how many polys
you have used to create the face model. In most video games today, a full body detailed low
poly character has about 50,000 polys.