Friday 21 October 2011

Still To Come...

  • Extending Organic Model (Back of the head and shoulders/neck)
  • Refining model (Lips and Eyes)



  • Modelling Complex Forms (Ears)
  • UV Unwrapping, Mapping, Bump Map, Specular Map

Friday 14 October 2011

3D Face - Part Six: Refining the model (Nose)

Certain parts of the face have a lot of detail in a very small area, making the model of the face very complicated, as many polygons are needed in a small space. Once such area are the nostrils. When creating the splines to get the basic shape of the face, a small gap was left around the area of the nostrils so that more detail could be added later.

Additional polygons were created by selecting the Edge mode inside of the Edit Poly settings. The edges around the nostrils were selected, and Extruded by holding the SHIFT key and using the Move tool. Another technique used here in order to close off the nostril was to use the Create tool under the Vertex mode, and selecting four adjacent verteces. This creates a new quad-sided polygon, where as extruding would have created three seperate polygons.

To create the 'hole' for the nostrils, the inner polygons were selected and extruded inwards towards the head.

Wednesday 5 October 2011

3D Face - Part Five: Symmetry and Subdivision

The general shape of the face has been established, however the first noticeable problem is that half of the face is missing. This is easily rectified using a Symmetry modifier. Once applied, the Mirror gizmo of the Symmetry modifier needed to be adjusted using the Move tool to produce the desired results.



Another noticeable problem is how jagged and bumpy the model looks. To fix this, the model needs to be Subdivided, which means more polygons will be added to the model without dramatically changing the overall shape. This allows the model to bend and change direction smoothly. A Turbosmooth modifier was applied to accomplish this.



Turbosmooth can easily be turned on and off at anytime, allowing you to see how the model will look once smooth, but also letting you continue to model with less polygons, making the process much easier.