3D Body Parts using the Aspire Software from Vectric - Part 1 Lips
Overview
Section titled “Overview”This video introduces a workflow for creating 3D lip models from vectors in Vectric Aspire V12. It covers basic facial proportion guidelines, building lip profiles with circles and arcs, using the Two-Rail Sweep, and refining the result with the sculpting tools.
- Review standard face proportions as a starting point:
- Distance between eyes = width of one eye.
- Width of nose = same eye dimension.
- Mouth corners align with the irises.
- Ear lobes align with nose tip; ear tops align with eyebrows.
- Set up the job size to match the intended lip size, using as much resolution/workspace as useful.
- Create a circle and mirror it downward, then mirror both to the left to establish a basic lip layout.
- Draw additional circles on the right side to complete the overall lip shape.
- From the left corner, draw an arc to form the center mouth line.
- Raise the right node slightly.
- Add a small curvature at the left end for the mouth corner.
- Mirror these center mouth vectors to the right, then join them with a curved line.
- Create top and bottom lip vectors using arcs:
- Top arc reaches near the top of the first circle.
- Bottom arc is adjusted to form the lower lip.
- Move the working vectors to a new layer and change their color for clarity.
- Convert the profile curve to a Bezier span with the
Bkey for easier profile control. - Use the Two-Rail Sweep:
- Select the upper and center vectors as rails.
- Choose a profile that creates the desired lip thickness.
- Repeat for the bottom lip using the bottom and center rails.
- Create a component from the swept result.
- Open the sculpting tool and set Preserve Transparency to OFF so any gaps between lips are filled.
- Smooth the lip edges, especially the mouth ends, to create a more natural blend.
- Keep the sculpted result and exit sculpting.
- Trim excess material below the Z0 plane:
- Select the component.
- Lower the Base Height so excess is below zero.
- Use Replace Below material to remove it.
- Compare the result and repeat with alternative profiles if needed:
- Copy the profile and edit nodes/curves to make a second shape.
- Use different profiles for upper and lower lips.
- Adjust profile height to change how much the lips protrude in Z.
- After generating a new component, sculpt again to smooth and to add the Cupid’s bow indent at the center of the upper lip.
Key Points / Warnings
Section titled “Key Points / Warnings”- Facial proportion rules are guidelines only; real faces vary, so your vector shapes should be adjusted per reference image.
- The Two-Rail Sweep reads profiles from left to right; rail order affects the final form.
- The darker gray areas in the component represent lower Z-height; brighter areas are thicker/taller.
- Keep Preserve Transparency OFF during sculpting if you want gaps between lip surfaces filled.
- Excess sculpted material below Z0 is removed by lowering the component’s base height and using Replace Below.
- There is no absolute “correct” profile; the final look depends on the reference image and the profile curves you choose.
- The video ends mid-demo, but the same workflow is intended for both lip halves and repeated variations.
