
Greenehouse Tutorial Part 1: Modeling a head with Editable Poly.     Part 1     Part 2     Part 3

In this intermediate tutorial, you will be creating a low polygon count head model similar to the one shown above, using the Editable Poly toolset in Max. Topics covered will include: Edge Extrusion, Target Welding, Create Polygons, Cut tool, Hinge from Edge, Symmetry, and Smoothing Groups.
My method for doing head models is a little different from your standard box-modeled head. I feel that it is faster, less restrictive, and quickly lays out the geometry with very little excess which you would need to remove later. My method starts with reference imagery, which is extremely helpful when modeling. I define the profile of the model first, as this is one of the trickiest aspects to get right. I then define key features, fill in the gaps, and assign Smoothing Groups. First, here are some hotkeys that will be useful throughout this tutorial:
Dispay controls: F2-Shade Selected Polygons, F3-Wireframe/Shaded Toggle, F4-Edged Faces display,
Viewport Navigation: Middle Mouse-Pan, Alt+Middle Mouse-Arck Rotate, Wheel/Ctrl+Alt+Middle Mouse-Zoom


1. Create two 1-segment, square plane objects, one in the front view, and one in the left, making sure that they are same size. Map the images supplied above onto the planes, and turn on Show Map in Viewport in the Material Editor. These reference images will be extremely helpful when modeling, but feel free to deviate a little from them as you continue on.

2. Position the planes similarly to how they are in the image above, and ensure that both the left and front viewports are in Smooth + Highlights dsiplay mode by right clicking on the viewport labels.
3. In the front viewport, create a small 1-segment plane object, and align it according to the following image. Name this object "Head".

4. Right click on the Head plane object, and choose Convert To: Editable Poly. This will be the toolset that we will use for modeling.
5. Now add a Symmetry modifier to the object. This modifier mirrors the object and welds it down the middle, allowing us to just work on half of the model. If necessary, adjust the mirror axis, and check the flip checkbox to correct which direction it is mirroring. Click the plus button next to Symmetry, and turn on Mirror Sub-Object mode to move the mirror axis manually.

6. Exit Mirror Sub-Object mode, and click on the Editable Poly level in the Modifier Stack. Make sure that the Show End Result toggle is on, so that we can preview the results of the Symmetry.

7. Activate Edge Sub-Object Mode, and select the bottom edge of the Head Plane object. Right click in the left viewport to activate it, then position the bottom edge so that it follows the profile of the reference image. Next, hold down Shift on the keyboard, and move the edge, which causes an extrusion. Position your mouse over the X,Y junction on the gizmo, and Shift/Move the edge repeatedly, tracing the reference image's brow, nose, lips, mouth, chin, and back around to where the jaw meets the neckline.

8. Select the edge at the top of the Head plane, and Shift/Move it over the top of the head, ending at the base of the cranium. What you will end up with is a clearly defined profile of the model, similar to the following image.

9. Now that you have defined the profile, switch to vertex Sub-Object Mode, and move the vertices around a little, so that they line up with the front reference image, and the nose has some depth to it. If desired, hit Alt/X on the keyboard to make the Head model see-through, and hit F4 to switch to Edged Face display mode. Also, be sure to check Ignore Backfacing so that you don't accidentally move vertices on the back side of the head. Try to adjust the vertices so that they are positioned similarly to the following image. You MUST check your work in the Perspective view! Do not assume that things are in the right place if they are lined up in the two orthographic views. Arc Rotate (Alt/Middle mouse hotkey) around the object all of the time in the Perspective view, continually checking your work as you continue with this tutorial. Make adjustments whenever necessary.

10. Next, in the Front View, use the Shift/Move edge extrusion technique to define other key features, then switch back to vertex mode, and make adjustments to their position to put them at the right depth in the Perspective view. Try starting with the browline first.

14. Ignore little details like his ears, eyes, and teeth, and continue using the Shift/Move edge extrusion, an the Create Polygon tools to fill in the rest of the gaps on the head. Try to make sure that the edges "flow" nicely. Avoid abrubt turns in your edges, and keep the lines clean.