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Human Modeling: Meissie:
Modeling The Nose
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Works with:
CE
Requires:
Version 6+
 


 
This section of the tutorial will cover the modeling of the nose using the Magnet Tool.

 
Step 1: First thing you'll notice is that your nose bridge has to be lowered.

 
Step 2: Switch to the Points Tool (Tools=>Points) and activate the Live Selection Tool (Selection=>Live Selection). Select the seven points as shown.

 
Step 3: Drag the selection -10m down the Y axis, or subtract 10m from the Y Position value in the Coordinates Manager. Switch back to the Polygons Tool (Tools=>Polygons) and select the nostril polygons.

 
Step 4: Make sure there are no other Tags selected in the Object Manager. Go to Selection=>Set Selection to create a new Tag. Double click on the newly created Polygon Selection Tag and name it 'innernose'. Click 'Hide Polygons'.

 
Step 5: Next, double click on your nose Tag and choose 'Select Polygons'. This will prevent you from messing up other parts of the face on accident while modeling with the Magnet Tool. Use the settings for the Magnet Tool as mentioned in the beginning of the second Meissie tutorial ('Nearest Point Method' checked, Radius=0). Deactivate the X axis and model the nose as follows.

 

 

 

 
Step 6: Activate your Hyper NURBS Object to get a better idea of what the nose is going to look like.

 
Step 7: It’s obvious that you’re missing a pair of nose wings. Reactivate the X axis and drag the polygon points as shown.

 
Step 8: Make the nose bridge less massive.

 
Step 9: While modeling, turn the head around a bit from time to time so you can see what your adjustments look like from all sides. Make the nostril a bit longer by dragging the white encircled polygon points a bit to the front as shown.

 
Step 10: You might have to adjust the yellow encircled polygon points as well.

 

 
Step 11: The lower half of your nose is a bit too low and steeply placed under the eye. You need to drag it up a bit and to the front. To do this switch to the Points Tool (Tools=>Points) and make sure no points are selected. Next go to Selection=>Point Selection from Polygons. This will select points based on any current polygon selection.

 
Step 12: The points that should now be selected are shown.

 
Step 13: Deselect the top seven points as shown.

 
Step 14: In the Coordinates Manager subtract 5m from the Z Position value and add 3.5m to the Y Position value of your selection. Switch back to the Polygons Tool (Tools=>Polygons), your nose should look something like this.

 
Step 15: Adjust the nose bridge a bit further by dragging it forward. For now it will look a bit strange, but that will change as soon as you model the skull later on.

 
Step 16: It’s hard to judge half of a nose, so you'll now bring in a Symmetry Object (Objects=>Modeling=>Symmetry). The hierarchy in the Object Manager should look like this: Hyper NURBS=>Symmetry Object=>Your Head.

 
Step 17: If you see a strange effect on the Head’s right nostril, don’t get scared, it’s because of the hidden polygons of the inside nose. Just unhide the innernose polygons and all will be fine again. If necessary adjust the nose some more to get it to your liking, but don’t overdo it just yet. It’s better to start fine tuning when all the parts of your head are in place.

 
Step 18: For now you’re done with the nose. Drag a copy of your head in the Headbackup object and save your work.

 
Go to part 6

Copyright © 2001 by Bunk Timmer



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