The nose, with nostril, modifying an existing model. copyright Giulio Porta 10/31/2002.

 

We can ad the nostrils to a model that was built without. This can be a good exercise in Detaching and Breaking Splines.

As you go along, make sure to Save as, this new version, under a different name, so it will not overwrite the original model.

Often these type of major modifications may not be worth your while. If you are aiming for a model with a greater potential for animation and realism, you might as well build one that way right from the start. 

But for now we'll go on with making modifications to an existing model.

  • In a front view with the Rotoscope on,  move the control point to conform the wire-frame to the photo.

 

 

  • Do the same in a front view 

I am going to change the color of the wire-frame to white so you can see it better.

  • Ad two more control points on the side of the nostril, as well as on the outside of the adjoining patches.
  • In other words follow the patch configuration here to the left.

We'll need to make the edge of the cavity  a continuous loop, to avoid sharp corners. Extruding this nostril edge as is, will not yield good results.

 

 

Rebuilding the edge of the nostrils. 

Detaching is done by selecting the end of the Spline that buts up against the nostril's edge and pressing Shift + K (Detach) on your keyboard. 

Detach will not delete Splines, but Break (K) will. Please Break the Spline next do not delete them by using the Delete key, that will get rid of the control point in the middle,but the Spline will be attached to its end, that is why you got to Detach and Break in that order.

Dandling Splines can be deleted with no problem because they have been both detached and broken.

When you are finished you should have dangling Splines like you see here on the left.

In the Ad Lock Mode draw and join a Splines loop made out of the same number of points as dangling Splines. 9 seems to be a good number of points not just for the nostril but also for connecting it to the rest of the face.

That loop, regardless the view that you may use, will be absolutely flat.

Turn (T) the view, and pull the points that belong to the back or the front in their proper place.

Make all these adjustments using the side, front and top views.

These modifications have created 3 open, 5 points patches. 

Group each of the 5 point patches and use the 5 point patch tool to make them render.

Select any segment along the edge of the nose cavity, hit the comma key on the key board to group all the points belonging to that edge.

 

 

Extruding the nostril's cavity.

Once the points are selected click on the Extrude Mode tool.

All the points that are selected will be copied and pushed out of a default amount.

At this point, it's up to you to drag those extruded points to the desired location.

  • Place the cursor inside the bounding box and drag.
  • Grab the bounding box by its corner and scale the extruded points inward to avoid a sharp edge.
  • Extrude again but this time drag the point up the nose so you cannot see them.
You want to make sure the extrusion will not protrude through the skin, switch views as often as necessary to make sure that is not happening.

The extrusion must be adjusted in the top, side, and front views.

This is another nose, with no hooks, and one 5 point patch. Notice that all the patches, other than the 5 points, are quadrangular.
This is a new  broader nose.

It started with a seven points cross section for the edge of the hole, which was Extruded, upward first. Later the bottom edge was reselected and extruded downward, after the area around the nostril was somewhat completed, it was copied, flipped and and the two half joined together.

Modeling a face could begin from the nose, but I do not want to confuse you with too many ways of doing the same thing. Modeling strategies can be developed later, after you'll have a better understanding of sculpting with patches.

 

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