tbenefi33 Posted November 16, 2010 Posted November 16, 2010 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. Quote
Darkwing Posted November 16, 2010 Posted November 16, 2010 Not bad for 2Am, though the mesh is considerably more dense than need be Quote
higginsdj Posted November 16, 2010 Posted November 16, 2010 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 Quote
Darkwing Posted November 16, 2010 Posted November 16, 2010 You may find this thread helpful: http://www.hash.com/forums/index.php?showtopic=37415 There was a fair amount of advice and examples and stuff that should help, cause it helped me Quote
tbenefi33 Posted November 16, 2010 Author Posted November 16, 2010 Thanks for the link that's a nice model you done of Lance. What's a loop around the eyes ? Quote
Darkwing Posted November 16, 2010 Posted November 16, 2010 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 Quote
Darkwing Posted November 16, 2010 Posted November 16, 2010 Here's a pretty picture to help illustrate Quote
tbenefi33 Posted November 18, 2010 Author Posted November 18, 2010 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 Quote
Hash Fellow robcat2075 Posted November 18, 2010 Hash Fellow Posted November 18, 2010 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. Quote
Darkwing Posted November 18, 2010 Posted November 18, 2010 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. 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. Quote
Meowx Posted November 18, 2010 Posted November 18, 2010 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. This creates the creases you see, and will look horrid when animating. Darkwing's above illustration is one solution to the problem. Quote
Darkwing Posted November 18, 2010 Posted November 18, 2010 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 Quote
Hash Fellow robcat2075 Posted November 18, 2010 Hash Fellow Posted November 18, 2010 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. Quote
tbenefi33 Posted November 23, 2010 Author Posted November 23, 2010 I redone the model and I got less spline this time I think, I need to tweek my nose and mouth a little bit. this is what I got so far. Quote
Hash Fellow robcat2075 Posted November 23, 2010 Hash Fellow Posted November 23, 2010 the next to the most right spline looks like its too far back. Quote
Darkwing Posted November 23, 2010 Posted November 23, 2010 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 Quote
tbenefi33 Posted November 27, 2010 Author Posted November 27, 2010 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 ? For some reason it looks weird seeing your head in 3d. Quote
tbenefi33 Posted November 29, 2010 Author Posted November 29, 2010 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. thank you colins for posting these tutorials Quote
Hash Fellow robcat2075 Posted November 29, 2010 Hash Fellow Posted November 29, 2010 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. Quote
Darkwing Posted November 30, 2010 Posted November 30, 2010 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 Quote
tbenefi33 Posted December 1, 2010 Author Posted December 1, 2010 I still got a lot sculpting the spline to do cause the body looks like a jump suit in stead of a body. Please excuse the mess in the room where in the process of moving. Quote
TheSpleen Posted December 1, 2010 Posted December 1, 2010 Looks great! My only suggestion is I bet you have cheekbones. Whereas your model the cheekbones dip in. Quote
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