How do I create a 3D portrait or face relief model in Aspire using vectors and sculpting?
Updated Oct 13, 20267 min readAspire onlyVideo in the sources
Overview
Creating a face portrait relief is widely considered the most advanced 3D modeling challenge in Aspire. There is no magic button: a photo cannot be directly converted to a believable face relief. For the Sculpting tools used in the last step, see the entry on using the Sculpting tool, and for the same two-phase method on an animal, see the entry on modeling an animal figure. The approach taught by experienced educators and in the software maker's own George Washington tutorial series is to build underlying 3D shapes from traced vectors, then refine with sculpting.
Why Simple Photo-to-3D Does Not Work for Faces
A photo is not a heightmap. In a photo:
- Dark areas are shadows, not necessarily deeper in Z.
- Light areas are highlights, not necessarily higher in Z.
- A dark eyebrow may simply be dark hair color, not a recessed groove.
Converting a photo directly to a component (using Create Component from Bitmap) treats brightness as Z height. Sunlit cheeks become high and shadow areas become low, which is often the opposite of the anatomy. Eyes become holes and noses become bumps on the wrong side.
The Correct Workflow: Layer-by-Layer Vector Building
Step 1: Import the Reference Photo
Import the face photo as a bitmap into the 2D view. Place it on its own layer and lock it. This is your tracing reference, not a source for direct 3D conversion.
Step 2: Trace the Major Facial Planes
Using the drawing tools, trace closed vector outlines for the major facial planes and features:
- Outer face oval: the overall face or head silhouette
- Forehead zone: the forehead boundary
- Cheek masses: left and right cheek volumes (the largest convex areas of the face)
- Nose: bridge, tip and wings of the nostrils
- Brow ridge: the brow bone that protrudes above the eyes
- Eye sockets: the recessed area around each eye
- Eyelids: upper and lower eyelid shapes
- Upper lip and philtrum: the area between the nose base and the lip
- Lips: upper and lower lip shapes
- Chin: the chin mound
- Jaw line: the jaw plane from the ears to the chin
Do not try to trace every detail at once. Start with the 5 to 8 largest anatomical volumes. Detail comes last.
Step 3: Build Components from Back to Front
Work like a sculptor, building from the largest masses inward.
Layer 1, Background (the canvas):
- Create a gentle dome (Round profile, low angle) covering the entire face oval.
- This establishes the overall convex curvature of a head. Many beginner mistakes come from skipping it and building on a flat plane.
- Combine Mode: Add
Layer 2, Major planes:
- Forehead: gentle dome, Merge
- Cheeks: larger domes over the cheekbone areas, Merge
Layer 3, Nose:
- Bridge: an elongated narrow dome, Add on top of the face base
- Tip: a rounded dome at the nose tip, Add
- Wings of the nostrils: smaller rounds, Merge
- Nostril recesses: Subtract shapes
Layer 4, Eye area:
- Brow ridge: an elongated dome above each eye, Merge
- Eye socket recess: Subtract a shallow angled shape covering the eye area, for a deep-set look
- Upper eyelid: a gentle ridge on the top edge of the socket area
- Eyeball: a small dome within the socket (smaller than real eyes, since relief exaggerates protrusion)
Layer 5, Lips and mouth:
- Upper lip: two lobes (Cupid's bow shape), Round profile, Merge
- Lower lip: a larger single dome, Merge
- Philtrum (the groove between nose and upper lip): Subtract a narrow trough
- Lines from the nose to the mouth corners: narrow Subtract shapes
Layer 6, Chin:
- Chin mound: a rounded dome, Add or Merge depending on how prominent it is
Step 4: Adjust Heights Relative to Each Other
After building the major shapes, adjust Shape Height and Base Height per component to set the depth order:
- The nose tip is the highest point.
- The forehead is slightly lower than the nose.
- The cheeks are lower than the nose but above the background.
- The eye sockets are the deepest recessed areas.
- The lips are between the cheeks and the nose in height.
Correct relative depth matters more than any individual shape. It is what makes the carving read as a face.
Step 5: Sculpt Transitions and Detail
Once the underlying components are correct:
- Bake the entire face assembly into a single component (save a pre-bake version of the file first).
- Use the Sculpting tools to blend transitions:
- Smooth the edges where each component meets its neighbors.
- Smudge to create directional flow, for example the cheek flowing into the nose bridge.
- Deposit or Remove for fine detail such as nostril openings, eye corners and the philtrum groove.
- Use the overlay image option with the reference photo while sculpting. Select the bitmap before opening the Sculpting tool so it is overlaid on the model, and use the O key to show or hide it.
Key Anatomical Principles for Face Relief
The nose is the highest point of a face relief. Everything else is set relative to it.
Eyes are recessed. In a relief, the eye socket area is lower than the surrounding face. The brow ridge and cheekbone protrude more than the eye.
Cheeks are the largest convex masses. A common mistake is making them flat. Give each cheek a large, gentle dome.
The face is never perfectly flat or symmetrical. Slight asymmetry reads as more natural.
Depth exaggeration. A relief has to squeeze three-dimensional reality into a shallow range. Prominent features like the nose usually need to be exaggerated in their forward protrusion relative to their surroundings, so the shallow depth still conveys a strong shape difference.
Create Component from Bitmap (Limited Portrait Use)
Create Component from Bitmap on a face photo can give a usable starting point if:
- The photo is front-lit (side light creates misleading shadows).
- The photo has good contrast and clear feature separation.
- You treat the bitmap component as a starting base to sculpt on, not the final result.
- You adjust or invert the image if the shadows went in the wrong direction.
A bitmap component is best used as a texture supplement to the vector-built face, not as the primary structure.
Expert Resources
- Educator Michael Mezalick's Santa tutorial PDF, posted in the software maker's user forum (Tips and Tricks), walks through a full face-building method for a Santa portrait.
- The software maker's George Washington tutorial series on YouTube shows the layer-by-layer face modeling process. It was filmed in an early version of the software, but the concepts carry over.
- Mezalick's YouTube channel has portrait and face modeling videos at an expert level.
Common Mistakes
- Converting a photo directly to 3D with Create Component from Bitmap. It gives poor results for faces.
- Not establishing a background dome. Building all the features on a flat plane makes them look like flat cutouts.
- Building every feature at the same height. Without a clear depth hierarchy (nose highest, then cheeks and forehead, eyes deepest), the carving is flat and unreadable.
- Over-smoothing during sculpting, which removes the anatomical distinctions that make it read as a face.
- Making the job larger than the face needs. The resolution is spread across the whole job, so keep the job just big enough for the portrait and consider a higher resolution setting for fine facial detail.
Sources and further reading
Forum thread 30040the software maker's forum (opens in a new tab)Forum thread 26185the software maker's forum (opens in a new tab)@Mezalickyoutube.com (opens in a new tab)Master CNC Projects with Training from Learn Your CNC Academyacademy.learnyourcnc.com (opens in a new tab)Sculptingthe software maker's documentation (opens in a new tab)Still stuck? Ask the community
Ask in your own words. Vector answers first, from the guides. If that does not cover it, post it to members and the shop from there.