Sunday, 23 October 2011

Continuation of Model Head


















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.

Tuesday, 18 October 2011

Comment on how you feel your 3d head has progressed and reflect on the whole process of producing it.

Comment on how you feel your 3d head has progressed, and reflect on the whole process of producing it.

My 3d head has progressed to the stage where I have a basic 3d head model. The process of producing the head model has been through a number of stages, which I have found to be fairly straightforward and interesting to achieve. The stages included, realigning the image in photoshop, drawing topology and within 3dmax drawing quad shapes over the existing shapes originally created in photoshop. The difficult and time consuming area has been pulling out the vertices on the side face view. Also pulling out the edges of the polygons to create the side of the head and neck.
I feel that I have learnt and achieved far more from this module at this stage, including the use of the tools such as cut, create, attach and that I can only build on this knowledge.



Side topology attached to face




                                                             Final images at this stage
                                       

Wednesday, 12 October 2011

How do you feel your work is progressing? Response to one other colleague

How do you feel your work is progressing?

Overall this section has been reasonably achievable by following the tutorials closely. The difficult area has been creating the nostril, trying to get the right shapes to enable the polygons to extrude correctly.
The work is progressing quite well, particularly the initial stages of creating the back of the head, aligning the reduced sphere with the face and extruding the polygon edges. However, the polygons do not appear to be flowing correctly to create a rounded shape to the head. Further work required at this stage.


Response to one other colleague.
(Would have been posted on Anna Lapo blog but blogsite would not post).

I think that you have made a very good model that very closely represents your actual face.




The straight line topology through the centre of the face also ensures that when the symmetry modifier is applied, both sides of the face mask will align. The alignment is carried out by applying a symmetry modifier and under editable poly parameters, the mirror axis x flip box is checked. The mirror command is then used which enables the mask object to be moved. Turning on 'show end result' will display both sides of the mask.
Smoothing is carried out under editable poly by scrolling down to subdivision surface and checking the 'use nurms subdivision' box. Maximise the viewport and modify the vertex points accordingly. Turn off nurms and under symmetry apply a turbosmooth modifier.

Smoothing applied









The nostril section was created by following the tutorial very closely, however, even with the
topology shape almost identical to the topology in the tutorial, the nostril has not modelled correctly. Selecting five edges and using the scale tool while holding down shift, the centre of the gizmo was clicked and dragged. In vertex mode the edges were spaced and the snap was turned on; click and drag the points to the tip of the nose. The points were then welded together. In polygon mode the create tool was used to enable the nostril area to be filled with a polygon.



Nostil areas filled with polygons



Using a standard primative sphere

Sphere shown before being rotated through 90 degrees.


Aligning the vertice points of the sphere to the face mask. Use of soft selection to enable larger area of control of vertice points.

Edge mode selected. click on alternate edges. click on ring and under edit geometry select collapse.
The number of polygon faces has been reduced which should make the head easier to model.


Beginning stages of extruding the polygon edges. Unsure as to whether constructing the head with this topology is correct.


Wednesday, 5 October 2011

Reflection on different group ideas and comment/response to one of the group blogs. How is the modelling stage going.

 Comment/response to one of the group blogs.
(Would have been posted on Joseph, Michael, Troy blog but blogsite would not post).

The group has decided to produce an animation showing how the restored guildhall might look. The idea of making the rooms within the guildhall without doors would enable each member of the group to design the rooms individually. The rooms could then be brought together to form the final animation. Also the rendering time is reduced by rendering individual scenes.
The idea of using one camera to view the outside and inside of the building is good because this creates a tour from a single person perspective; as if they were being shown personally around the building.


In 3dmax a plane was created and the material editor was opened. The bitmap was selected and topology file was chosen along with collapsed layers. The bitmap was then dragged to the plane and showmap in viewport clicked on.
In the modify panel the uvw map modifier was selected to enable the gizmo to position the image within the plane. Open the material editor, select go to parent and increase the self illumination to 100.
A clone was made of the front image plane and rotated through 90° to create a side image that was perpendicular to the front face view.




In 3D max the perspective view was first selected and configured using the layout pad intially to the top and front view . Right clicking on the top and front view names, the views were then changed to front and left view.


The zoom extents all icon was clicked to maximise the views
(keyboard shortcut Alt w).




Front view maximised


The next stage is drawing a shape spline line topology over the existing topology that was created in photoshop. In the create tab of 3Dmax the shapes icon was chosen and line selected. Under creation method the initial type and drag type were both set to corner. Zoom into the chosen area and click once to define a point. Draw the line to the second point and click. Continue the process on the other two points and draw the line back to the starting point to create a square shape. A dialogue box then appears enabling the spline to be closed.   


The topology area under the nose was changed to allow the shape spline line topology
to follow the profile of the nose.
The image shows the topology before the modification. 
 
 
                          The image shows the topolgy after the modification.


                   The final  image of the quads drawn on top of the existing topology.

The escape key was pressed to de-select the line tool and one of the shapes was selected.
Select the modify panel and right click on the shape.
Drop down to convert to> convert to editable poly.
The shape is now converted into a surface which is in effect a single polygon.
Scroll to editable geometry and to the box next to the attach icon box.
A dialogue box appears - select all items in list - click attach and one complete surface is created.

Right click on viewport name and select edged faces. The topology will now be displayed.


To enable the edge of the mask to be straightened along the x axis, a box was drawn around the first set of vertices from the forehead through the nose to the chin. In the geometry tab on the make planar icon , x was clicked.





In the left side view the vertices were pulled out to follow the profile of the face.



How is the modelling stage going, are you having any problems with low poly modelling ?

The image below shows a perfectly straight line topology through the centre of the face and this was achieved by revisiting/ redrawing the central line area in photoshop. The use of the make planar tool will create a straight line, but if the topology is not correct within photoshop to begin with, some of the topology will be outside of the make planar line. The vertices will then be pulled out incorrectly with vertices crossing over.