Next part to creating the head was to create polygons by using the line tool to create quads that would later become polygons. this was done by drawing lines onto the refereance planes that are now in 3DS max, this would start by creating one quad following the red lines previously drawn onto the referance plane, I started from the top right of the head and worked my way down.
To make this easier, the snap option was turned on and using the internal options of this function switched it to "snap vertex" this allowed me greater accuracy hen attaching the lines together to create the quads.
Here is a picture of the lines drawn onto the referance plane and converted into polygons.
Here you can see how the quads flow around the face, after I was happy with this part after a few tweaks the next part was to begin to make the face a 3D model, this was done by switching over to the left view and pulling the flat verteces just in fron to the ear.
Below is a picture of the starting stages of pulling the verteces out.
Next I had to pull each seperate vertex into its respective position on the face, this took alot of time and micro-managment because of the intricate areas on the face, namely the eye and nose, but after a few tweaks here and there I had finished pulling the face out in 3D.
Below is a picture of my face pulled out using the above technique.
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