Before I could do this however, I needed to map out each of the quads in photoshop. Once the two photographs had been taken, I had to make sure that they lined up in height as closely as possible. This was because if the two images do not line up, I would run into alot of problems in the future when it can to extruding out the verticies.
After I had lined up the images, I had to mark out the main folds and creases on the face. I did this so that I could easily lay out some basic lines for the model along the face so the main points of detail are kept in place.
After I had the main points of the face, I had to begin dividing the face into seperate squares, I did this in red ink so that it was easily distinguishable from the features section of the image. Following the tutorials given to us, I tried to stick with the natural muscle structure of the face, making a ring around the eye socket, and following the faces natural lines down around the nose onto the upper lip.
After the image was made in photoshop, I moved it into 3Ds Max. I did this by creating two planes and adding the images to them as textures. I used a UVW Map modifier to make sure the images did not distort or pixelate and then added a self illumination setting tot he material so that I could easily see it from all angles.
Good flowing topology - well done
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