Thursday, October 21, 2010

Adding Definition to the face [Lips]

So now the eyelids and nose had been done it was time to move onto the lips, with the lips I made the model so that the lips remained open for later animation uses.

Using the same technique for the eyelids and nose the lips formed quite quickly as I knew what I was doing, the lips being quite puffy had to have extra care given to them to get the shape right.

Below is a pciture of the Lips.

Adding Definition to the face [Eyelids]

Carrying on with adding definition to the face, the next part I started was the eyelids, this was done using the same process used by the nostrils but by making them into a eyelid that would partially cover a eyeball that would later be added to the model.

What I had to keep in mind was that the eyelids are curved so by pulling the edges straight down wouldnt work for this part of the model, so to get round this problem I would pull the edges out a small way and then use the vertex tool to move the edges into a better position to be modelled.

Below is a picture of my eyelids.

Adding Definition to the face [Nostrils]

After making the head into a more desirable shape the next part of the model was to give the face lips, eyelids and nostrils, this part of the modelling took allot of time and after allot of tweaking I finally finished it.

First I started modelling the nostrils, this was done by grabbing the edges of the already basic nostrils and scaling them inwards towards the centre of the nose, these would later become my nose cavity, then by grabbing each vertex I would start attaching them to each other and the rest of the nose to make a basic cavity shape, once this was done all I had to do now was grab a couple polygons on the inside of the nose and drag them upwards into the nose, this gave the illusion of a nose cavity.

Below is a picture of the finished nostrils.

Using symmetry

The next stage on the head modelling process was to add a symmmetry modifier ro get the complete face, this was done by slecting the half head that is currently in use on 3DS max, going to the modifyer list and choosing symmetry, this created a exact copy of the half head but mirrored on the other side.

Once the other half was in the picture it wasnt in the right place, so to correct this I selected the symmetry tab drop down menu and and selected mirror, then on the right hand side of the scroll menu I chose flip on X axis, this made the face and exact mirror of my current half head.

Below is a picture of the mirrored head.

Wednesday, October 20, 2010

Using Line tool to create polygons

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.

Adding the Images to 3DS Max using planes

Next I had to add these images into 3DS Max using the planes shape, this was simply done by adding each image to a material and adding this to the plane.

Here is an image of the referance planes that will be used to create the head.




















Here you can see both planes that will be used, the front and side view will later help me make my 3D face.

Reference planes

For the first part of the project, following the tuturials was to create referance planes for our head model, this was done in photoshop, what I had to do was take the two pictures that had been taken of me mentioned previously and zoom into the face areas.

The two pictures had to be lined up using different referance points on the face such as the mouth or eyes, this was done using the ruler tool in photoshop.

Once this had been done I had to draw guide lines onto my face using a bright blue colour, these blue lines were to give me my basic layout for the top-ography later on in the tuturials, once the blue lines had been drawn onto my face, more lines had to be drawn, these were drawn in a bright red with a smaller shaped brush, these lines would create the top-ography for the polygons to be used with modelling the face.

Below is pictures of the stages mentioned above.




















Here you can see the blue guide lines drawn onto my face




















Here you can see the red lines which will help me create my polygons














Here you can see both parts of my that will need to be modelled with the rulers going through them to line everything up.