6 Oct 2010

Modelling; Part 4

I have now created the head, the neck and part of the shoulders.

Starting with a sphere, I got rid of redundant polygons and extruded edges to form the shape of the back of the head. This was really quite easy, it sounded and looked quite a daunting task, but once I got stuck in it didn't actually take that long to get some results.




Using Alt+X I was able to see clearly through the transparent mesh to gain accuracy.



After forming the majority of the head neck and shoulders, I attached the "sphere" to the face I had already created but none of the vertices were joined up. So individually welding the vertices together I managed to get one entity, shown below with and without both the grid and turbosmooth modifier.



It obviously needs tweaking once again, but that's not bad! I really feel like I've achieved something today because it just looks like its starting to come together!

Modifying the Topology... Again

The nose was not suitable for progression, so I have modified it as shown below.



And again ...



And now it finally is usable! I have now extruded the closed off nostrils to a negative value to give the effect of a nasal cavity.




As you can see my model now reflects a good model of a nose. It does require tweaking, but I will do this at a later stage, right now I'm going to focus on creating the head.

Modelling; Part 3

I have continued to model my head and mirrored the entity so far to create the full face.



The left image shows my topology only, the right imge shows the topology with NURMS Subdivision to give the face a smoother outcome. (This was not used for progression, this was for demonstrational and reflective purposes only).

A turbosmooth modifier was added to the entity.

Modifying my Topology

I have altered my topology slightly to both simplify it and make it easier and better for animating.




Areas around the cheek have been changed so that the polygons make a nicely flowing grid across the cheek, as oposed to the mess it was before.

Modelling; Part 2

Continuing making my head, I have used the references created in 3ds Max to draw out my polygons,...