Friday, 5 November 2010

6.0 Head Model Part 1

The back of the head was the next part of the model that needed to be created. I first loaded my PSD topology file back up into Photoshop and then added a few more reference lines to the back of the head. I then loaded it into the material editor in 3ds max.

Before I started on the back of the head I extended the side of the face out. Here I could see that I had three triangular polygons going down the side of the face. I looked for alternatives ways of getting around the problems but I needed to see the geometry for the head before I decided on anything.
The head was made from a sphere shape that I matched up with the side reference photo. I then needed to rotate the sphere so that the complicated geometry of the top of the sphere was at the side. This was because it would of been difficult to work with and the sides were going to be deleted. Using the front view I then squashed the object so it matched up in the front view.


I then used the editable poly modifier to delete the unwanted polygons around the face and side of the head, I went on to match the geometry from the head to the forehead. Here I had to count how many segments there were going across the head and then add or reduce the amount on the sphere by changing the the segment total in the objects parameters box. Once this was done I used the 'Snap' tool to join the two objects together.

Next I needed to simplify the amount of geometry in the head, so I selected the 'Line' tool and clicked on every other face around the bottom of the sphere. I then clicked the 'Ring' tool and then pressed 'Collapse'. This reduced the amount of polygons which made up the head thus making it easy to work with. I now had to use the 'Create' tool to add extra polygons around where the ear will go. Again I had created a three sided shape that I wasn't happy with but I would leave it to see if it effected the model when the turbo smooth was applied.

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