Building an avatar in Blender from scratch. Step 7: Eyes and cheeks

August 22, 2010 by griff   Comments (0)

 

At the end of the last blog post, I had reached the stage of adding the eyes and cheeks to the head. The first image shows the filling in of the jaw line - I had thought it would be two quad faces - but it rendered better as two triangles and a quad,so as it unlikely I would add any loops there, that is how I filled that jaw line space. (Image 1A & B red rectangles, below)


 

image


Now to the eyes. First the four vertices in the yellow rectangle were selected and then moved in towards the nose and outer corner if the eye - to define the upper rounded shape of the eye and the cheek area. (Image 1 B & C in yellow, above). Next the 4 vertices in the blue rectangle were selected and extruded once (E key, edges, then drag mouse downwards)

 

image


This forms 4 quads that are the top of the eyelid (image 2A above, blue rectangle). the four new vertices that are created are then duplicated (Shift D and mouse drag) and dragged down below the eye and tweaked so that they curve along the lower part of the eye (Image 2B above, blue rectangle). Now they are extruded once (E key, edges, then drag mouse downwards - Image 2C above, blue rectangle) to form the start of the cheek area.

The pair of vertices in the red rectangle are then selected, scaled to zero (S key, 0). merged (ALT M). This is repeated for the vertices in the green rectangle (Image 2C above)

The four vertices in the green rectangle are then selected and a face/quad made (F key) and this is repeated for the four vertices in the red rectangle (image 2D above, and image 3A below).


image

Image 3b shows the result - a formed eyesocket. Tweak vertices as necessary for best fit/feel. If you want to add more detail to the eye (bags around eyes, eyelid detail etc.) then loop subdivide those quads defined by the vertices in the red rectangle. The same goes for the lips - faces defined by the vertices in the blue rectangle (Image 3A above). Image 3B shows a 3D look at the final eyesocket I created.

The next step is to fill the cheek quads. I soon realised I need one more loop cut ( loop defined by blue selection in 3C above) - producing the additional loop (Image 3D). Then it was just a matter of starting at the top (Image 3D, red selection), extruding the vertex and creating a face  from 4 vertices (just like the side of the head fill). This was repeated all the way down - one row at a time.

The final avatar and face are shown in figure 4 below


image


I added extra loops at the joints (red rectangles) - choosing not to go for the triangles at the joints that Williamson recommends. I also tweaked the foot - adding a low heel and shoe sole (green rectangle), and some extra loops in the lower chest and hip area.

I also filled in the eye hole with two quads (blue selection)- you could use spheres if you wanted to animate the eyes - but that would probably require adding extra vertices in the eye loop as mentioned above.

The final result is 1058 surfaces - about a third more than the av studio avatar but about half a Poser 2 avatar.It is easier to texture than either of them - and allows for nice textures at the side (no ugly stretching). I will post more on the texturing and animation

For now I have a female avatar which I call  - Deka 

 

griff :)