Friday, 31 October 2008

Week Six pt 2


I attempted to have a go at an ear. Although I didn't get time to stitch it to my model I thought it would be good to have a go at modelling one. I created it in the same way I started off creating the face using exactly the same techniques such as drawing the mesh over the top of the topology I had created in Photoshop and the extracting the various points to add dimension. However I was introduced to some new modifiers, I used the inset modifier to add indents and the ridges in my ear which I found very useful. I also added the eyeballs to my model which were created using spheres which I then added a bitmap material to and then using a UVW map to position the material correctly. I found I had to alter the eyelids slightly to accommodate the eyeballs.
I think I under estimated the time this project would require. 3D modelling and animation is so time consuming and I don't think I allowed enough time to complete the entire model. I would have liked to of had a better look at texturing the model but 6 weeks just seemed a very short time to complete this project considering the amount of time you can spend making one of these models.
However what I did I was fairly pleased with and I am sure I will go on to complete this model in my own time to give myself more experience of textures that will be useful in future projects.

Monday, 27 October 2008

Week Six pt 1









I started the skull and neck this week. I followed the tutorial and started off with a sphere, I then deleted the polygons that I didnt need to used. Once I had the basic shape I used the same copying polygons technique I used for the nose to do the rest of the head and neck.
After I had made the shape I wanted for the head and neck I then connected it to the face using the attach tool to make it all one mesh. I then played around with the vertices again until I was happy with the shape.

Thursday, 23 October 2008

Week Five


This week I had a go at the nose. I followed the tutorial and duplicated the polygons that were already there and split them into smaller sections to add more detail. I then played around with the vertices to achieve the shape I required and I was fairly pleased with the results. I think I manged to get a fairly good nostril especially after the turbo smooth was re applied.


I then used a similar process for the lips. As there was no section of the tutorial to follow for the lips I found this slightly more difficult. However I followed the same princilples as before and again I was reasonably happy with the results.

Friday, 17 October 2008

Week Four

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This week I finished pulling out the points horizontally. I had some difficulty with the eye just because there were so many points so close together, I found the perspective view very useful here.




I then added two modifiers to my mesh. The first was a symmetry modifier which duplicated the side of the face I had modeled so I then had a complete face. My problem with this was that my reference picture was at a bad angle so the second half of the face didn't line up properly with the reference plane.
I then added the turbo smooth modifier which smoothed out edges of the whole surface by putting more iterations in.

Tuesday, 7 October 2008

Week Three


This week I started pulling out the points horizontally to add dimensions and depth to my surface. Along the way I have continued to make changes to my mesh as every so often I encounter a problem with it such as a triangle instead of a quad or two vertices's that have not been welded properly.

Friday, 3 October 2008

Week Two

Once I had imported my images onto planes in 3D max I then started to draw on my topology using the line tool. The next step was to convert the mesh into a usable surface which required me to convert a section of the mesh to an editable poly and use the attach tool to join the rest. I then had to join the vertices's together using the weld tool.

Friday, 26 September 2008

Week One

In the second part of week one I finished drawing my topology in Photoshop ready to be imported into 3D Studio Max.