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Hash, Inc. - Animation:Master

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Posted

I was bored last night and took front and side view of me at 2:00 am I decide to do a model of my head just for practice . Looks like I needed some red bull last night.

 

 

my_3d_head_front.jpg my_3d_head_side.jpg my_3d_head_1.jpg

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Posted

You need to reorient/direct the spineabge to take advantage of the contours of your face. At the moment you basically have a grid. You want loops around the eyes, mouth and nose then larger loops around the face to match the muscle groups. This will make it easier to achieve the nice curves of the face.

 

Cheers

Posted

Just the circular motion of the splines around the eyes. Look at my meshes there and you'll see how the eye socket is circular, than almost like pond ripples, the splines go in a circular direction

Posted

This is my second attempt. I think I got the eyes like yours in the drawing darkwing I'm still messing with it though

I don't have to worrier about working on my mouth to much cause it small...lol

 

 

my_3d_head_1a.jpg my_3d_head_2a.jpg my_3d_head_3a.jpg

  • Hash Fellow
Posted

when I'm modeling I like to think "peaks and valleys". I try to have splines only on the peaks and valleys of the contours and not on the in-between. The in-between will be naturally smooth if there's nothing in the middle of it.

 

For example, when i look at the contour of the nose I see more splines there than just the peaks and valleys.

Posted

Okey Dokeys, a few things stand out to me. For starters, that's an improvement on the density, but it can be lowered even more. Try to adapt those concentric rings to the mouth as well as the eyes. Try to avoid the grid thing as much as possible. In fact, the onle really "grid" type line will most like be a center spline running through the middle of the face horizontally.

 

So time for more illustrations! The red indicates splines that can and should go. The green is splines that should most likely go, but I can't tell without working the model myself. Thirdly, the yellow are places where trouble will arise when trying to pose/animate.

 

post-9859-1290053741_thumb.jpg

 

Now in this illustration, I've drawn up a mock mesh. Though this won't be entirely accurate due to it not being modeled, you can get an idea of what the mesh for your face should most likely look like. The nose only needs a couple splines, only have splines where definition is necessary, namely, the nostrils (which even I can't model yet). Notice the rings around the mouth and the eye and how some even flow into each other. It's a good idea to use hooks to end splines when they become unnecessary, however, don't use hooks or five pointers on key ares, such as the corner of the mouth as that will cause creasing and other artifacts once posed.

 

post-9859-1290053853_thumb.jpg

Posted

One thing that Darkwing touched on but didn't really explain: you don't want to have more than four splines connecting at any one CP.

 

5.jpg

 

This creates the creases you see, and will look horrid when animating. Darkwing's above illustration is one solution to the problem.

Posted

Yeah, I should've gone into that. The key with faces and especially lips because they do a fair amount of moving and posing, is to keep it all legal 4-point patches, meaning two splines per CP and four CPs per pathch. You will most likely get to a point where a 5-point patch is required, but the further out in the face you can push that, the better, because then it won't be experiencing as much movement and won't be that noticeable

  • Hash Fellow
Posted

Another way to state it is that there should only be four corners per at each CP. Two if it's on the edge of a mesh.

 

But three, five or more are usually a sign that something isn't splined right.

Posted

The big thing now is shaping. You're not following the contours of your face. For instance, unless you're a cartoon french evil megalomanic, your chin isn't going to be that pointy and it isn't according to your rotos. This is now the sculpting stage by the looks of it and the splinage has a definite improvement to it. You'll want to clean up the eye socket area as your splines are "wavy" which will cause a bunch of bumping. Keep things smooth and straight or keep the curve running through the hole spline

Posted

I'm still shaping and sculpting the around the eyes and noise, I got a knot on my head I'll probably leave that out....LOL

What would you use to paint it in ?

 

 

my_3d_head_7a.jpg my_3d_head_8a.jpg my_3d_head_9a.jpg my_3d_head_10a.jpg

 

 

For some reason it looks weird seeing your head in 3d.

Posted

Worked on the ears I found colins tutorials on the site and followed the ears this is what I came up with, I'm still tweaking the ears and noise

colins tutorial are relay good and easy to follow.

 

my_3d_head_11a.jpg my_3d_head_12a.jpg

 

 

thank you colins for posting these tutorials

  • Hash Fellow
Posted

Compared to your pictures, the area under the eye seems too sunken into the head. There's also something odd on the chin causing a crease.

 

Somewhere around here there's a long tut by Jim TAlbot i think about decaling a face. He used photoshop but any decent paint program would do.

Posted

Hmm, something I just noticed is your eyes. Their shape side on shouldn't be "flat". I'm too tired now to whip up a picture so maybe tomorrow night I can when I get home, unless someone else beats me to it

Posted

I still got a lot sculpting the spline to do cause the body looks like a jump suit in stead of a body.

 

my_3d_head_13a.jpg my_3d_head_14a.jpg

 

 

 

Please excuse the mess in the room where in the process of moving.

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