Part 3 – the Face and Head
That’s right, I use cylinders even when creating the head. I only use the cap sections, and I find that the round shape is ideally suited for the musculature in the face.
Yes, it’s a sphincter.
The two major muscle groups in the face are around the eyes and around the mouth. Both sets of muscles are ring shapes around those facial features. To get the best possible deformation when animation, we need to match that anatomy.
Ok, the head and face:
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Now we’ve got a very basic mesh that we can take into the next part of the pipeline.
Creating texture coordinates is a logical next step – view my UV Unwrapping tutorial here.