The ear was the next part of the face that would be added.
To make this part we needed to go back to the photo of the side view of my face. This time we concentrated on the ear in this photo. The outlines were picked out of this image for the ear alone and then this was converted in to a set of square, the same way the face was initially produced.
This image was then updated on 3DS Max and a polygon model of the ear was drawn using the front and side view of the photo for reference.
Parts of the ear were defined by using the bevel tool and also the insert tool on the modifier stack for the editable poly.
To attach the ear to the model, we needed to first remove some polygons from the side of the face. The ear would then fit in this place and the vertices and polygons would need to be matched up. The ear is then attached to the face and the vertices are welded.
Friday, 31 October 2008
Making the Back of the Head
To create the back of the head a sphere was created and moved in to place with the face. The sphere was then adjusted using the scale tool to b the correct size to match the shape of the actual head.
The segments were adjusted to match the amount of segments on the face so that they could be easily match up.
Certain polygons on the sphere were then selected and deleted leaving just the back of the head.
The vertice's of the sphere were then matched with the vertice's on the face and this was attached to the face.
The vertex points were welded and the back of the head was extended to create part of the neck aswel.
The segments were adjusted to match the amount of segments on the face so that they could be easily match up.
Certain polygons on the sphere were then selected and deleted leaving just the back of the head.
The vertice's of the sphere were then matched with the vertice's on the face and this was attached to the face.
The vertex points were welded and the back of the head was extended to create part of the neck aswel.
The Nose....The Mouth
When creating the polygons at the start of the modelling process, the nostrils and lips were left out as this these were difficult parts to model.
To begin with the nose was created.
This was done by firstly copying the polygons around the nostril down, to fill most of the whole that as been left. Using the connect tool an edge line was applied around the shape of the nostril and then the cut tool was used to make sure that the polygons still flowed throughout the model. If there were any triangles created, this would cause a pinching effect on the model.
This was then adjusted for any final irregularities.
The mouth was created in much of the same way and using the extrude tool and also the connect tool.
To begin with the nose was created.
This was done by firstly copying the polygons around the nostril down, to fill most of the whole that as been left. Using the connect tool an edge line was applied around the shape of the nostril and then the cut tool was used to make sure that the polygons still flowed throughout the model. If there were any triangles created, this would cause a pinching effect on the model.
The polygon in the middle of the nostril was created and then this was extruded up into the head to give the correct look for the nose.
This was then adjusted for any final irregularities.
The mouth was created in much of the same way and using the extrude tool and also the connect tool.
Mirroring the Face
After making a few adjustments to the face, in the perspective view, the model was now ready to be mirrored to create the full face.
I did this using the symmetry modifier. The mirror line was adjusted by moving the gizmo.
This created the full face, but the image now had too many edges and needed to be modified further.
I applied a turbo smooth modifier to the model and this improved the look of the model overall.
Making Me 3D!!
Once the 2D shape of our face was created, we now needed to turn this into a 3D model.
This was done by looking at the side view image, by rotating our work space.
Firstly the vertices's in the middle of 2D face model are made planar along the x axis, which makes sure that they are vertically straight. This will insure that once the image is ready to be mirrored there will be no over lapping.
Each vertex was then selected one at a time and match up to the image of the side o my face. This gave the model it's 3D look.
Starting With a Flat Version of My Face
Once the reference plates are aligned and the photoshop image has been applied to the plates the modelling can begin.
The squares on the front view are re-created using the line tool, making sure that the "corner" settings are selected.
After all the squares from the image have been drawn one of the box's was converted to an editable poly and the other squares were then attached to this.
Beginning on 3DS Max
Now that the images were ready to be modelled on 3DS Max, we needed to import them into the program. The front and side views were going to be used as references for the model to make sure that the model would match the image.
To do this I created two plates at 90 degree from each other and then arranged them so that the middle of each plate met.
After the plates were created I added the material, which was the image that was created on Photoshop.
The image size was matched from the file on photoshop to make sure no distortion was created and also that the image wasn't stretched or pulled.
To do this I created two plates at 90 degree from each other and then arranged them so that the middle of each plate met.
After the plates were created I added the material, which was the image that was created on Photoshop.
The image size was matched from the file on photoshop to make sure no distortion was created and also that the image wasn't stretched or pulled.
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