The Ear topology was drawn over the blue guidelines
The Ear topology was then loaded into 3d max and the spline lines were then converted to editable polys. The vertices were then welded together.
Using the same process that was used to create the three dimensional model head, the ear was also created by pulling out the vertices from a two dimensional topology to create a three dimensional model.
The inner section of the ear was modelled by selecting the polygons and using the Inset tool to move the inner section inwards.
Various stages of the ear development using the inset tool.
Using 'show result in viewport' allows the result of moving the vertices to be displayed on the model surface.
Edges were selected and extruded to create the lip area. The edges at the centre line of the mouth were pulled inwards to create the lip section.
The ear was attached and the face vertices moved using soft selection to model the face features.
Applying an unwrap UVW map modifier and selecting the head. A cylindrical gizmo was then used to align the orientation of the texture.
A checker map was applied so that the subsequent changes made when using the uvw editor may be seen on the model head.
The Edit UVW template shows the model flattened out on a 2d plane. The faces of the polygons in certain areas, particularly the top of the head and the eye are stretched out which uses a lot of pixels. The vertices are selected around the top of the head and the relax tool is used. Selecting relax by edge angles and clicking apply enables a rounded uniform shape to be created.
Selecting edges around the eye using the loop tool and with the relax tool, selecting relax by centres, the area around the eye becomes clearer.
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