[Blender2.81] Creating a photogrammetric model in the mouth

In this article, we will show you how to create mouth parts such as teeth and tongue using a photogrammetric model for creating a natural mouth.

完成イメージ

Completed image

Introduction

When moving the mouth of a photogrammetric model, you can see the mesh at the back of the head if the mesh at the mouth is removed.

You need to model the back of your mouth, tongue, and teeth parts to make visible the internal side of your mouth.

奥のメッシュが見えてしまっている

You can’t see the mesh in the back

You don’t need to make it real because it’s the less visible part, but let’s take a look at the steps.

Operating procedure

Create the image of deep inside the mouth

To make it easier to work with, we first hide the mesh at the back of the head.

Roughly select the mesh for the back of the head in edit mode.

後頭部を選択

Select the back of the head

 

後頭部を非表示に

Hide the back of your head

Pressing the [H] key hides the selected mesh. It was not deleted and can be re-displayed by pressing [Alt]+[H] (even in the hidden state, it will be displayed when switching to object mode).

Select one round of mesh at the innermost part of the mouth.

唇の内側を選択

Choose the inside of your lips

 

奥に押し出し

push to the back

Press [E] key to push the camera to the far side, and press [S] key to enlarge it.

This is what it looks like from the back side (the side of the mesh that I’ve just hidden).

拡大しながら押し出し

Extrude while expanding

Arrange the vertexes

頂点の並びを整える

Arrange the vertexes

Press [Ctrl]+[R] to make a loop cut and add vertexes in between.

 

ループカットで頂点を増やす

Raise the vertex with a loop cut

It is further enlarged in the X and Z axes, and finally adjusted to a size that can accommodate the tongue and tooth parts.

パーツが入るように拡大

Enlarge to fit the parts

Make up one’s own tongue

The tongue can also be made by deforming it from Cube or other materials, but it is stretched and separated from the lips because it uses the same texture as the lips.

Select the inner, lower half of the mouth.

下の頂点を選択

Select the lower vertex

Press [E] to stretch forward.

前方に引き伸ばす

Draw forward

Select the original vertex and the stretched vertex, then select “Selection” from the [P] key’s Separate and separate them at the selection.

舌の部分を分離

Separate parts of the tongue

Switch to object mode and move it away from you for easier viewing.

移動させる

Move it

Press [E] key to stretch the entire image in the Z-axis direction to make it thicker. Use the [S] key to adjust the size appropriately.

厚みをつけた

I made it thicker

Move the middle side down a bit.

中央の辺を凹ませる

Concave the middle edge

Increase the vertex in the middle of the long side with a loop cut and adjust the height of the vertex.

頂点を調整

Adjust the vertices

Making a tooth

円柱を追加

Add a cylinder

Press [Shift]+[A] to add a version of the cylinder and scale it as shown below.

Select all the vertices in the back half and delete them.

頂点を半分選択

Select half of the vertices

 

頂点を半分削除

Delete half the vertices

After extruding it inward, shrink it slightly and thickness it as shown below.

内側に押し出して厚みをつける

Extrude on the inside to add thickness

Placement

Once you have the teeth and tongue parts, place them as follows.

歯と舌を配置

Place your teeth and tongue

If you look at it from the back, it looks like this.

裏から見た配置

Back view of the arrangement

After the placement, press [F] key to apply and close the inner-most part of the mouth.

口内の奥を塞ぐ

Block the back of one’s mouth

Finally, press [Alt]+[H] key to re-display the mesh at the back of the head that was hidden.

When I checked from the front, my mouth looked natural like this.

奥が見えても自然になった

You could see to the deep inside, but it looks natural

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