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Face Wizard
Introduction
This tutorial will teach you how to use the Face Wizard along with the Sculpting tools to
create the side profile of a persons face. The Face Wizard is an extremely powerful tool. It
does the majority of the work required to make a nice looking cameo style model. By using
the Face Wizard, the base shape of the face is created along with a great deal of detail.
However, the model generated requires some editing as it is very difficult for a computer to
create a face, since human features vary so widely. Most editing will be done using the
Sculpting tools. Knowing how to use Sculpting is as important as knowing how to use the
Face Wizard.
The creation process for a face has been set up in several steps. In this project we are using
the ladys face as an example, but you should be able to apply these steps to most faces.
Please use this as a general guide; it does not have to match exactly, as every person will
sculpt in a different manner.
Before you begin Sculpting, you should print the picture of the person you are modelling.
Study the image before modelling it. People have different facial features. This may require
you to ask yourself a few questions. Does the person have prominent cheekbones? How does
their neck blend into their head? Do they have a strong jaw line? All these items (and many
more) need to be considered. You should be able to look at a photo and pick out the strong
and weak features. Being knowledgeable on the Sculpting tools will allow you to adjust the
values in the instructions to suit whoever you are modelling.
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Preparation
Open ArtCAM Pro 7
Note: The Face Wizard will create the model in the units used in the last opened file.
This example will be done in Metric, please make sure the last file opened was a mm model.
If you are not sure, open a new model, choose MM as the units and close it.
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Choose Girls_head.tif
In order to make the vector easier to see, change the colour of the Layer. In this case, the
picture is very bright and it will be easy to see the vector, but if the picture you are working
with is darker, it can become difficult to see the vector, which is black by default.
PREP STEP TWO
On the Layers page, change the colour of the Default Layer to bright green
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Checking the Draw Smooth Polyline box allows you to trace the outline of the face by simply
clicking in key areas. Typically, if you draw a polyline by clicking on the 2D view, it creates
straight lines, but by checking the Draw Smooth Polyline, the spans will be converted to
smooth beziers. Be aware, if the box is checked, do not trace the face by holding the left
mouse button down. This will create numerous small beziers and points.
The types of key points to click at are places where the contour has change.
Continue drawing until you reach the bottom of the hair where it
touches the neck
o
At this point choose to Close Vector With A Line
o
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Move the nodes and control points using the Node Editing shortcuts to
adjust the vector:
o
I = Insert node
o
D = Delete node
o
S = Smooth or unsmooth node
At this point, I would suggest exporting the vector, calling it something like Girls_Head.eps.
This way you will have the vector if you have to start again. There is already an export
vector for the girl called Girl_Vector.eps.
Click Next
PREP STEP THREE
On the 2D view image, click on the centre front part of the eyebrow
On the 2D view image, click on the area where the nape of the neck should
be
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Click Next
PREP STEP FOUR
On this page you could change the model size and the head dimensions. For this example,
we will leave the defaults as they are.
Click Next
It may take a minute or two for ArtCAM to calculate the relief. When the calculation is
complete, the 3D face will appear in the 3D view with the Sculpting tool opened. Notice on
the 2D view, the background colour has been set to yellow and on the Sculpting page, the
Colour Usage section has a yellow square and is checked to Sculpt Excluding Colour. This is
one of the most important options to use while sculpting. It enables you to freely sculpt
around the edges without worrying about whether it will bleed or blend into the zero plane.
This works because yellow has been chosen as the primary colour and yellow represents the
zero plane of the greyscale. By telling ArtCAM to Sculpt Excluding yellow, it will allow you
to sculpt all colours except yellow, which forces the sculpting to stop when it reaches the
outer edge of the face.
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On the Sculpting page, uncheck the Use colours from 2D view box
Before
After
IMPORTANT
On many of the upcoming images, the 3D face will be painted in specific areas. The painted
areas represent where you should sculpt. The pink areas require one or two passes of the
sculpting tool. The green areas require several passes, possibly 3 to 10 depending on the
desired effect. Please use the painted areas as a guideline, as the region to sculpt will vary
from face to face. Also remember every person will sculpt in a different manner, so your face
may look slightly different then the pictures in this tutorial.
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1 SMOOTH SKIN
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After Sculpting
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Areas to Sculpt
After Sculpting
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In this case, the girls ear is covered with hair and so this step can be skipped.
For further instructions, please see Face Wizard Adding Facial Features.doc, Step 1
Areas to Sculpt
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After Sculpting
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Smooth the nostril, lips, and eye, only passing over the areas 1 or 2 times
Areas to Sculpt
After Sculpting
4 SKIN CLEANUP
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In this case, the girls ear is covered with hair so this step can be skipped.
For further instructions, please see Face Wizard Adding Facial Features.doc, Step 1
Some of the skin areas surrounding the facial details still need to be cleaned up. It can be
difficult to see a distinctive line as to where the skin stops and the hair (or eye, lips) begin.
To help visualisation, check the Use colours from 2D view box. This will clarify these areas
and therefore show where you should stop sculpting. It will also help to zoom into the areas
you wish to sculpt.
On the Sculpting page, check the Use colours from 2D view box
Smooth the edges of the skin that surround the lips, eye, nose, and hair
Areas to Sculpt
After Sculpting
If you have accidentally lost important facial detail, now is the time to retrieve it. In the next
step we will click the Apply button, once the Apply button has been hit, you can not erase any
prior changes.
To re-gain lost detail, use the Erase tool on the Sculpting page to erase any sculpted details,
returning those portions of the relief to its previous state.
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If you lost any important detail, use the Erase Sculpting tool to re-gain it
On the Sculpting page, click the Apply button
5 EYEBROW
Areas to Sculpt
After Sculpting
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If you are happy with the result; on the Sculpting page, click the Apply
button
6 CHEEKBONE
Areas to Sculpt
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After Sculpting
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7 CHIN
Areas to Sculpt
After Sculpting
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8 JAWBONE
Areas to Sculpt
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After Sculpting
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9 NECK
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After Sculpting
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After Sculpting
11 EAR
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In this case, the girls ear is covered with hair so this step can be skipped.
For further instructions, please see Face Wizard Adding Facial Features.doc, starting at
Step 2.
12 SMOOTH HAIR
After Sculpting
13 REPLENISH HAIR
You may find that if the persons hair is dark or if light has reflected off of certain areas, too
much hair detail can be lost. In order to replenish sparse areas, use the Deposit tool. Set the
diameter between 5 and 10 (depending on the hair thickness), and the Strength to 50%. Also
set the Relief Combine Mode to Merge, this will avoid adding in hair with extreme heights.
Now sculpt in new hair. Click and drag in the direction of the hair, the scribble length should
be similar to the length of the hair.
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In this case, the lady has light hair and none of it is missing. There is however a spot where
the hair blends into the face. The area where the hair covers the ear should be made more
distinctive. Since we only need to extend the hair thats already there, we will use the
smudge tool.
After Sculpting
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