Overall I was quite pleased with the nose because it was proving to be quite difficult to get the lines right, and I never thought I was going to get there. If I knew the problems I was going to encounter, I would of changed my original topology design drawings. The nose wasn't one hundred percent perfect but I will probably try and shape it better later.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTosu4UvoAG1R6COyuP26VbRQ-6V9SFT_ttdVQvvoPHJnaQ4dvrIKemEeLVJaHrjdLOajT_PX74OoCXpBWYu-ImhKmcYoyX3bOLwLcURJkHjf4_NJ5nGWLTSvYCraFs3AQvaSGjfskADI/s1600-r/42-15332663.jpg)
Monday, 25 October 2010
4.0 Nose Model
Friday, 22 October 2010
3.0 Face Model
Wednesday, 20 October 2010
2.0 Reference Plates/Splines
I then needed to create another plane but with the side view of my face. I did this by coping the first plane and rotating it around to the correct position. The view ports were then set up to show the just the left and front views, as these were the only ones I would be using.
Now I needed to start the modeling process. I started with the Line tool to connect all of the quads of the Topology by making building up small quad shapes that would cover my whole face and make a mesh to work with. I used the snap tool with vertex checked to make this process simpler to complete.
Once the whole face was complete I selected one line shape and converted it to an editable poly. Here I used the attach tool to connect all the splines together to make one line object. I also used the Weld tool to reduce the amount of vertices's that were used in the model. This would over half the amount of verts thus making it less likely to make a mistake later on.
Tuesday, 19 October 2010
1.0 Topology
I now had to start to build up the edges on my face. I choose a blue coloured brush and started to define the face by drawing over lines, wrinkles or protrusions. Here I was isolating all the key areas. The last part was to draw in to inner Topology. This was done be using a smaller red coloured brush to join all the blue Topology lines up. This made lots of small quads that would build up the contours of the face. The use of quads was important because triangles would cause a pinching effect when the modeling begun. I found this quite difficult to totally eliminate every three sided shape but I tyred to minimise them and try not have any in key areas.