GraphicAnime Posted December 30, 2007 Posted December 30, 2007 Hi All, I'm currently working on this female head. After working with polygon modeling in 3DS MAX, it's a little difficult getting back to the spline modeling. I see that I'm getting unwanted creasing and indents on the face, especially around the cheek and near the eye. I've tried to fix the CP's as best I can. I didn't want to use too many CP's making the model more complex than it needs to be. Any suggestions. Quote
Paul Forwood Posted December 30, 2007 Posted December 30, 2007 Just tweak those bias handles so that they are laying as flat as possible along the curve and not extended further than is neccessary. That should get rid of most of the creasing. You could also try the porcelain material, that you will find in the data folder on the A:M cd. Quote
largento Posted December 30, 2007 Posted December 30, 2007 One thing to do is try to keep the spline rings equidistant from the ones surrounding them. If it's too close to one or the other, you can get a crease. Another thing is to look at the splines from a different vantage point (top or bottom) to see the whole curve of the spline. If you have CPs that are causing a ripple in the curve, that'll cause creasing, too. These two things have really helped me to make smoother models. I haven't yet reached the point where I feel comfortable with fiddling with the bias handles. :-) And I really like how skin looks with porcelain applied. Quote
brainmuffin Posted December 30, 2007 Posted December 30, 2007 You could probably get away with removing one ring from around the eye. Quote
GraphicAnime Posted December 30, 2007 Author Posted December 30, 2007 One thing to do is try to keep the spline rings equidistant from the ones surrounding them. If it's too close to one or the other, you can get a crease. Another thing is to look at the splines from a different vantage point (top or bottom) to see the whole curve of the spline. If you have CPs that are causing a ripple in the curve, that'll cause creasing, too. These two things have really helped me to make smoother models. I haven't yet reached the point where I feel comfortable with fiddling with the bias handles. :-) And I really like how skin looks with porcelain applied. Thanks, It seems to be working. You could also try the porcelain material, that you will find in the data folder on the A:M cd. Would applying any kind of material onto the surface decrease the look of the ripple effect anyway? Quote
jon Posted December 30, 2007 Posted December 30, 2007 porcelain is a special material that does some kind of "normals averaging" thing. i throw it on most of my model's skin, but sometimes remove it from lips and nose areas. try it... you'll like it. -jon Quote
Xtaz Posted December 30, 2007 Posted December 30, 2007 Hi Rebecca ... you are doing a nice job in this character ..I looked your model and can indicate some adjustments. First and most important ... you should never use a single control point as vertex for more than 4 patches ( pic 'A' )... it will cause crease .... To correct 'A' I suggest corrections in patches, which can be such 'B' .... I suppose that the alignment of splines is incorrect near the eye, causing the creases( I believe that you modeled as 'C1' and it must be as 'C2' .... Make sure using as a reference pic 'C' Quote
GraphicAnime Posted December 31, 2007 Author Posted December 31, 2007 Thank you so much Xtaz, My head is looking a little better now. Here are some samples. I'm going to use toon shading for this project. I don't think I need to worry about the surface flaws with the toon render. Does A:M v14 have the ability to mirror the model before you can use the flip/copy/attach( the same way Max uses the Symmetry modifier that allows you to mirror the changes.) Quote
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