Thursday, 30 October 2008
The mouth was the next part to make. This was made in the same way as the nose. Extra polys were copyed and moved to the desired spot to give the shape of the lips. This was done using the copying, connect, scale and edit poly tools.
This was much harder to get an accurate shape for the lips. Alot of time was spent in moving the points about. The corners of the mouth were very had to get right but the end product came out well.
The top lip gave me alot of trouble in tring to get the right shape which was rectified in spending extra time on that part and determination.
Tuesday, 28 October 2008
As there are gaps in the face i thought it was time to fix the nose. This was done in the same way as the back of the head was given shape. First the polygons around the nose were copyied and scaled down. After the main edges on the new polys were divided in to more sections so that a better shape could be achived. This was done by using the connect tool and increasing the number of segments.
By moving the different vertises about the main shape of the nose was formed. The nostral was formed by creating polygons over the gap, extruding them up and finaly moving them in to the correct spot.
Over all i think the look and shape of the nose came out very well.
Tuesday, 21 October 2008
The next stage was to create the rest of the head shape this was done by firstly creating a sphere shape and sizing it to the size and shape of my head. The side and back of the sphere were then deleted so that i could make the shape of the head more accurate.
Starting at the back rows of polygons were copyed down moved to the correct place. This process was repeted all the way around the head and on the sides. A few problems accured durring this process. The main shape of the head was a bit off and a couple of vertises were not connected. After a move about of points and welding in certain places the final shape of the head was acheived.
Sunday, 19 October 2008
When i first imported the two pictures in to max the gridlines didnt show up very well. To resolve this i went back and re did the guildlines by making them thicker. This didnt fix the problem.
The lines were coming up very patchy so i went in to customize and preferences.
whilst in there i went to viewports and cofigure driver.
In there I matched the bitmap size as closely as possible in both the background texture size and the download texture size and clicked ok.
i closed the problem and reopenned it and this fixed the problem.
The lines were coming up very patchy so i went in to customize and preferences.
whilst in there i went to viewports and cofigure driver.
In there I matched the bitmap size as closely as possible in both the background texture size and the download texture size and clicked ok.
i closed the problem and reopenned it and this fixed the problem.
Saturday, 18 October 2008
The next step was to import the two faces into 3d studio max and lay it across the x axis. After this a couple of the faces was made to go across the y axis.
This was done so the grid lines could be drawn on the face and then moved out to the correct distance.
Firstly using the line and snap tool grids were made to give the right flow and shape of the face. after this the weld tool was used to connect all the vertises together. Once this was done i was able to start moving out the vertises to the correct points. After a few minor adjustments the front of the head was made. The nose and the cheeks were the hardest parts to do. Trying to get the different curves in both was a challenge so alot of time was spent and the overall outcome seemed to work well.
Wednesday, 15 October 2008
The next step was to inport the two picture into photoshop so we could crete the tarpology and set the faces out how we needed them.
This was done by drawing guide lines for the shape of the face on one layer and grid lines on another. Both pictures were also placed next to each other and made in to a single shot.
Subscribe to:
Posts (Atom)