PROCESS
& TECHNOLOGY
Modeling this scene was straightforward, if not time consuming.
Dark shadows allowed me to omit much of the geometry, and allowed
me to concentrate on things that were more important. Modeling
a human head is an art form. There are countless websites that
go into laborious detail over intricacies and techniques when
it comes to modeling heads. There are 3 general methods. Nurbs,
Polygons, or Subdivision primitives (Called Metanurbs, in Lightwave).
I started with Nurbs, moved to polygons, and eventually switched
to SubDivs. Here is one of the most useful resource sites for
head modeling:

Interface Screenshot showing
model details. |

Interface Screenshot showing
composite details.
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