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eagle - the line down the middle will disappear when you do a mirror of the the half of the head - just use the instanced duplicate for modelling purposes. |
eehr...ok....how to make that? :D
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when you have tweaked the half of the head till you are happy with it, delete the instanced duplicate.
go to 'Polygons', 'Mirror geometry' - this should create a copy of the one half and also merge the vertices down the middle - assuming they are all lined up correctly - then smooth the new version and the crease down the middle should no be there - if it is its because the two halves haven't joined properly - maybe a couple of vertices not lined down the y axis hope this makes sense. |
it makes sense and it helped me a lot...thanks :D
and the cappy fits great to the face. |
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new render of the cap - with a better texture - not the final one by any means but someting closer
I am beginning to really like mental ray - finally got some settings I like :) |
wuw....great. looks realistic.
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bit of a problem when attaching the ear - get these dark patches - anyone know why this is??
the mesh ain't so smooth anymore - guess that has summat to do with it :( - frickin ears - hate em!! |
I think its the smoothing of the normals. You can get rid of those by re-smoothing the normals. (soften / Harden)
it can also be that your geometry flips the faces due to, too few edges.. try to fool around with it .. |
- by the way, how long did that render take, and what are your settings ?
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cheers cali - messed around - split a few more faces and it seemed to improve a fair bit.
here's a diff render -sorry if I post too much of the same thing - i will cut down from now on |
That ear came out really nice. Is there anything harder to model than an ear? I submit there is not! :)
H. |
caligraphics - render using mental ray - not that long 5mins ish I think - production quality, final gather on - no GI, 400 FG rays, minR 0.1, maxR 0.5 - didn't adjust the sample quality
H - i second your opinion!! |
Great so far, I will look forward to see more... :)
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other things that could be effecting area behind the ear are four sided polys that are not planar, vertices that are not connected or multiple edges (you can use poly cleanup for that).
just other things that can mess up your poly mesh. i had a similar area and it turned out to be a bunch of nonplanar polys that were really narow and long, producing little ridges. I used polygon>split polygon tool to clean that up so the surface was made of planar, quadratic polys. problem solved. The model and especially the ear are looking really good - keep it up |
I have to tell... very nice :)
For ears you use a special tehnique? or... |
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