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Old 02-09-2005, 01:38 AM   #1
athos
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Default Unfinished models: civilian and nazi guys (World War 2)

Hi. Iīll post here the WIP I was going to post in my entry to the June/August Challenge.

I donīt know if anyone will be interested on it, but meredith, a user of this forum, suggested it. There is nothing special with the models, and they are still without the wrinkles I planned to put on their clothes. I think Iīll try it in the next week, just for the sake of curiosity and feel of completion. But I canīt swear I will.

Maybe one feel that an interesting thing here is the approach. The way I did things to get the models "done". Some practical tips that I learned from various tutorials on the web and them twisted and mixed together, picking those which I feel more confortable to use.

The first still is the head of the jew civilian. Iīve taken some photo references of a middle-aged man in google. He had an interesting rounded head with a nose that seems like classical greek sculptures, more or less.

You can see by the low poly head in the right that I used a polygonal approach, with the Connect Poly Shape (CPS) plugin for Maya, by Dirk Bialluch (http://dirk-bialluch.mayaring.com/).

The head on the left is just a smoothed version of the one on the right, generated with the help of the plugin, using the options subdvisions 1, mirror X and stitch.
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Old 02-09-2005, 01:43 AM   #2
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Default wires

The wires, for anyone that, like me, is always curious about the edge loops and how the surface flows along the mesh.
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Old 02-09-2005, 02:14 AM   #3
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I will resume things here to the interesting combinations in the approach (as I am in no way a maya expert to write tutorials).
As a note: I donīt remember to have seen a tutorial using this combination of approachs, but surely they may exist in the web.

1. Began with a good utility for nurbs: a dense base mesh to sculpt with artisan tools and quickly obtain forms of human anatomy (donīt need to be detailed, just suggestions). I used an image plane with a photo ref. to keep control of things.
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Old 02-09-2005, 02:20 AM   #4
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2. Make it live (Modify > Make live) and use the mayaīs create polygon tool to make the eye and mouth edgeloops, rough nose, chin, back of the head and finish it up. Delete or hide the nurbs head. Itīs useless from now on.

Detail the eye, nose and mouth regions adding loops etc.

At this time Iīve gone ahead based upon the Krishnamurti Costaīs tutorial (www.antropus.com) on poly-by-poly head modeling.

Look for his tutorial on modeling an ear.
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Old 02-09-2005, 02:25 AM   #5
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This was the nazi guy soldierīs head. To obtain the civilianīs head I used the soft modification tool, looking all the time to the photo and character design references, until Iīve reach the fisionomy I wanted and time was over (or my entry would be).

You can see that the tight time I had made me leave the nazi guyīs fisionomy unfinished, looking a bit generic.


Iīll post more WIP later. Now Iīm going sleep.
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Old 02-09-2005, 05:01 AM   #6
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Not sleeping yet.

Someone may have noticed that almost all my post had been edited recently. It is because I read then often looking for english language mistakes (itīs not my native language) and correcting them.

Itīs not always, but itīs often.
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Old 02-09-2005, 07:44 AM   #7
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nice

Its good to know the technique you used to create the head. I've only tried polys so far but might give your method a go.

How long did it take you to create the first head (the one with the image reference in) as you seemed to make it very quickly?
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Old 02-09-2005, 02:56 PM   #8
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Hi, t1ck135,


Iīve taken about 1:30h or 2h (30 min. distracted with experimentation). But the ear I made two days before, and just combined it with the head, making minor adjustements.

If I hadnīt to care about the geometry being all quads, I could have done it a little faster.

Because of the time I had, I was counting the time I had to do each model.

This Luger, for an instance, I modeled in 1h. But it has some unresolved geometry.

Iīll post the maya scene files here later, in the case someone want to see it in 3d and play with it.
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