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3D Body Parts using the Aspire Software from Vectric - Part 1 Lips

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.

  1. 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.
  2. Set up the job size to match the intended lip size, using as much resolution/workspace as useful.
  3. Create a circle and mirror it downward, then mirror both to the left to establish a basic lip layout.
  4. Draw additional circles on the right side to complete the overall lip shape.
  5. 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.
  6. Mirror these center mouth vectors to the right, then join them with a curved line.
  7. 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.
  8. Move the working vectors to a new layer and change their color for clarity.
  9. Convert the profile curve to a Bezier span with the B key for easier profile control.
  10. 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.
  11. Create a component from the swept result.
  12. Open the sculpting tool and set Preserve Transparency to OFF so any gaps between lips are filled.
  13. Smooth the lip edges, especially the mouth ends, to create a more natural blend.
  14. Keep the sculpted result and exit sculpting.
  15. 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.
  16. 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.
  17. After generating a new component, sculpt again to smooth and to add the Cupid’s bow indent at the center of the upper lip.
  • 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.