This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Hello, it's been quite a while since I last posted anything here. I'm currently working as a runner at Cinesite, a VFX house in London. I'm currently training to move into matchmoving, and have been working on some tracking for my new showreel. I decided to take a week off and start modelling something that i've never really done before, a realistic human head. Thankfully I had some great reference material from www.3d.sk.
Here are some screengrabs. I am using Maya 2008 and the screencaps show the model after the subdivision preview has been generated, I am modelling in Polys.
An instance has been created just to help the modelling process, after the base mesh has been created I am planning on tweaking the model to make it asymmetrical. I also plan on taking the model into a sculpting package as I have never attempted to use one before.
an update for today, these are quick renders as i'm unable to get screencaps easily onto my webspace from work, and my machine at home is currently out of order due to some nasty spyware
been working on the nose a lot more adding some definitions to the nostrils.
Nice start... not much to comment since you haven't done much yet but the area beneath the nose isn't anatomically right... I think you haven't started that though, did you?
Keep it up,
Benny
When in doubt, delete history and freeze transformations.
added some geometry for the mouth and chin, still need to tweak the details of the mouth a bit more, looking a bit flat at the moment. I also need to extrude the mouth into the head as well.
The method I use to model is all polygonal extrusion and tweaking. Essentially the geometry started as a single poly plane which I placed on the eyelid and extruded to get the shape of the eye. From then on I extruded the polys until they wrapped nicely around the sphere in place as the eyeball.
For the rest of the geometry I extruded the eye geometry outwards using the border edge and extrude tools, and positioned them trying to maintain a clean topology and only modelling in quads. The rest basically consists of tweaking vertices and using the append to poly tool to fill gaps.
Have you got a 3/4 view of the guy? Just that his jaw/cheek areas look a bit flat, so to speak, just wondering if the modeling from the front/side may have distorted it a tad?
just a minor update, i've modelled the bulk of the head, trying to keep it as clean as I can. I've also modelled the inside of the mouth, next step is the ear...fun
Would've liked to have done an occlusion render but it's getting late, early start tomorrow and all that.
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