Modelling Challenge: Freeform Face
Is that – George Lucas – frozen in – Carbonite? Oh, the irony! No doubt its Han Solo’s payback for Lucas making Han a plaything for that disgusting slug Jabba. The Princess was surely my favorite of Jabba’s playthings, but I don’t think we’re ready for that modeling challenge.
In fact, modeling George’s mug might be a bit too much too.
Rick McWilliams and Charles Culp have made suggestions for posts here that I’m going to combine into this challenge: Make a human-ish face in SolidWorks using the Freeform feature.
Rick actually thought we should do a full mannequin (which I will get to in not too long), and Charles thought we might challenge the idea that Freeform is useless. I don’t suspect that Freeform will be totally vindicated by us, but it will give us a little practice and help identify the limits of the tool.
I haven’t spent a lot of time modeling human forms, and haven’t spent a lot of time using this type of push-pull functionality in Rhino or mesh modelers either, but here is a face-ish shape I made in about 20 minutes. If I can submit mine, you can submit yours too. Lets see what kinds of faces people make with Freeform. Send your model via email to matt at dezignstuff dot com. I started from a revolved surface, but you can start from whatever you like. It might be a better idea to start from a lofted surface, which is closer to the actual shape. Anyway, let’s see what you’ve got!
This is an entry I did just to start the conversation, really. I’m not sure this is great advice when working like this, but I try to place curves in groups of at least 3. The reason for that is to counter the “teetertotter effect”, which means that if you pull up a point, the areas around it will go down, pivoting about a point like a teetertotter.
The other trick is that you can avoid placing points if you just have a lot of curve intersections. SW automatically places a point at every curve intersection.
I don’t do a lot of this kind of work, so editing a shape directly in 3D is not an instinctive thing for me. I suppose most SW users are in the same boat. I wouldn’t even know where to start creating a list of “best practice” suggestions to help you get the shapes you want to create with this sort of method. The only way to get to that is to work with it and to learn from other people who work with similar tools in possibly other 3D software.
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Entry #1 is from Jason Knox. Jason started with a single lofted surface and then applied several freeform features to the same body. This is a technique I’ve been tempted to try because it allows you to lock in the result from one freeform, and then move on and make some additional changes, without separating the surface into multiple bodies, with each feature affecting a separate body.
This stuff is tough. It doesn’t look very easy, but I think it is actually more difficult than it looks.
I’d like for more people to step up and try this one. Maybe getting a few entries up will encourage people to give it a try.
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Entry #2 comes from Mark Reader. Mark started from a lofted surface, and mirrored it twice, then used a series of trims, fills and freeforms. This points out one of the more recent developments in freeform, that you are no longer limited to a 4 sided patch.
Here was Mark’s email reaction:
My first reaction to this was “uhhh….I’d rather set my hair on fire” having been burned by the freeform tool in the past and swearing off any future use. But here’s a little swipe at it.
This stuff is really tough in SolidWorks. As much as anything, these modeling challenges serve to show us where the limits of the software really lie. But then, maybe we as mainly mechanical designers and engineers are up against our own limitations as much as anything. The point that other software packages are able to do this kind of work, but if we aren’t used to working like this, maybe better results are still achievable with the current tools but a different set of experience.
My gut tells me that the SW freeform tool is a nice start, but that it could be easier to work with. Setting up the grid of curves and points is in some ways necessary and in some ways very limiting.
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Entry #3 comes from Pawel Keska. (My apologies to Pawel for misspelling his name in one version of this post!) Pawel just sent an image, so before you ask for this model, I don’t have it. This is the best stuff I have seen which at least partially uses Freeform. Look for Pavel’s comment at the end of this post.
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Entry #4 comes from Pawel Keska. Again, nice figure sculpting, especially using SolidWorks.
Maybe Pawel could give a little description of how he accomplished these models.
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Entry #5 is also from Pawel Keska. In this one he shows his feature tree, with several Freeforms, Deform, Flex, Loft. Nice work. Not really a face or a figure, but at least an application of the Freeform feature.
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Entry #6 comes from Rick McWilliams. The head was made in several features, and then Freeform was used to tug and pull it into a face. Nice looking job! This is actually two faces in one. The gray side was done using the Boundary feature, with a grid of sketches. The pink side was done with an initial loft, and then freeform to add some detail and make it look like a face.
Click the image to download the file.
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Entry #7 again from Pawel Keska. This again is a face in relief (flattened), which is at least as difficult as making it fully 3D. I’m just kind of amazed at what Pawel has been able to make this software do.
Pawel used a version of SW previous to 2010, but I’m not sure which one. In 2010, a Deform feature at the end of the tree fails. He used the Point method in the Deform feature on one of the ears, which should work somewhat like Freeform, but with less control, I think. Click on the picture to download the SolidWorks file for this. It is fascinating to see how Pawel managed to do this.
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Entry #8 is from Florian. Florian wrote this about his experience creating this model:
I started at first with trying to loft the general form of a round head but failed horribly due to a lack of concept. I think it would be possible though, to add a bunch of 3D sketches like CT slices combined with front and side view and then form out a more general shape. If I would have to do a manequin, I guess I would approach it like this to keep nice and round surfaces. This face though, I created from a plane and used the freeform tool in different steps, to approach the result. I guess I could have done it in one step, but I thought it was suitable to “save” in between. I started using just a very few lines and points for forehead, nose, cheekbones and chin, because its really hard and time consuming to add “nicely” shaped surfaces when you have too many points. For the details, I added more lines in order to be able to modify just a specific area. It is quite hard to foresee what happenes to all the points in vicinity, so it was more a guess and check and slowly approaching what I thought was ok looking. I think I could have spend hours longer to try and see whats happening, just playing around with more or fewer lines and points, but I think you see where its going. I got a little lazy after a while and decided to mirror the part and mediate a bit with a loft in the middle area. After all, symetry is beautyful right?
The eyes were really nothing good, so I made it more like a mask – ok, chicken. I think it somehow ended looking like one of those little figures from the Settler’s
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Very nice model, and thanks for sharing!



Interesting. I don’t have time to try this right now, but I’d likely start with surface fills or lofts and then try to tweak those “traditional” surfaces afterward with the Freeform tool (I haven’t done anything but play with this tool before, because of its inherent lack of metrics and history). The whole push/pull thing sounds quite easy until you actually try to make something recognizable with that method.
The freeform tool is very difficult to drive. I cannot tell if I would be best using only a few control points or many? Moving a control point seems to make large changes far away. I will persist and submit a head done using boundary surface and guide curves, and one with most features freeform.
I’m interested in seeing if anyone is able to submit some models for this challenge.
I have seen a masquerade type mask created in SolidWorks (Paul Salvador maybe?) and it came out quite well.
When it comes to freeform shapes, take a look at Mudbox. The software was recently purchased by Autodesk, it is quite amazing.
It would be great to import and export files between Mudbox and SolidWorks. I’d love to be able to use some of the texture painting tools in Mudbox on a few SW models before sending them out for machining or prototyping.
Youtube and other sites will show time-lapse footage of a model being created in Mudbox in an hour or so. Take the same footage of a similar design in SolidWorks and we’d see a few sketch planes and reference sketches floating around!
Hmmm I don’t know if I’d ever try to model a human head this way… I mean, it was years ago when I read an article about how to build a human head using NURBS and freeform modeling, and after that subdivision surfaces (or Lightwave METAnurbs, for Amiga pioneers
) came to take the 3D world by storm… Modeling a head is probably much easier with software like MODO, Lightwave, 3DSMax. I’ve seen SubDs implemented in CATIA (was it CATIA or another hi end cad? can’t remember) but only as a way to get a rough shape done quickly, then rebuild it with “proper” surfacing tools.
Paolo
I cannot find a email to send my model to.
I cannot find a “contact me” form anywhere, no email is listed as to send in these models.
I have model that I spent a few minutes on to show – where shall I send it??
RYan@andrewgowerdesign.com
matt at dezignstuff dot com.
@snowball
Hmm, probably you know, that SW is not best software to create a human model. Using Rhino or 3ds max you can do that faster and better…but sometimes, if you need design i.e. reliefs or something like that cad software would be better. I designed in the past couple of 3d models, and I used freeform features. I think human head cannot desing using only freeform modeling, rather “face by face”, but I have the other one model – it is a leaf – great example with freeform features.
The freeform tool looks like a “spline cage” rather than a subdivision surface tool, that’s the reason why modeling a head with that tool can be quite complicated. The method to build a human head with NURBS “used” to be drawing a lot of “sections” of the head and loft them, tweak details correcting NURBS points or trimming back to add details like ears and so on. This used to work at the times of SoftImage.
Matt,
There is a great tutorial video at http://www.3d-coat.com/ the shows how to model a human ear using their “voxel” based modeling software. Very cool stuff!
Not sure how it compares to Mudbox, but it certainly makes modeling organic shapes look easy.
I’ve been looking into this myself and it appears that the two most popular are ZBrush for DCC, and Sensable Freeform Modeling for CAD. Unfortunately Sensable requires (i.e. not easier with, but mandatory to use) special hardware to interact with their software.
WOW, Pawel Keska, your work on surfaces is just amazing, congrats. I am modeling a bit with surfaces in my freetime but I am just not able to produce anything similar to your work. And this ORK featiure looks really br scary to me
I suffered through the creation of a freeform face. Grabbing the control points resulted in hopeless global distortion. Selecting the control points and using the coordinate bump controls kept things kind of controllable. The zero reference for points on the undistorted surface wash helpful. I found no benefit having control curves in both directions. I think that the freeform tool just sucks, at least in SW2007.
I did the same basic face using a single boundary surface feature. This was much more controllable and avoided many of the side affect distortions. I find the level of detail very sensitive. The addition of clearly delineated lips and eyes is asking for criticism.
The tool that I want is digital sandpaper. It is a non-precision tool that makes a surfaces smooth and locally fair to the surrrounding surface. I would like to click at surface points and have a smoothness radiate out a short distance. These points could then be moved or deleted. The more points the flatter the local surface. I would choose the smoothing to be neutral; valleys will fill to the same degree as peaks are reduced. Perhaps a function would allow the points to be smoothly redistributed on the surface.
Florian,
You may have found the trick to make the freeform feature function. Use the freeform tool for a feature perhaps the nose. Then use freeform for another part perhaps the jaw. Then use the freeform tool for lips. This will help avoid the screwup at at distance problem that happens when all of the features are done in the same freeform feature.