Thursday, October 14, 2010

Week 4 - Head Extension & Ear

This week I worked on adding the rest of the head to the face, and then attaching the ear to the side of the head. This started off by creating a sphere behind the head. I then scaled the sphere so that it matched the natural curve of the head in the side on reference image. I then removed the bottom half of the sphere, as this will be there the head connect to the neck, and also where the head forehead will connect to the face. I then welded each of the points from the sphere onto the face, until it was totally connected, making a very natural looking curve.



I noticed at this time there was an issue of the brow connecting to the forehead, creating a large crease in the skin that did not look correct. I correct this by moving some of the curves from the sphere that made up the head manually, until they took a more natural shape. I also preliminarily added some other polygons to bridge the back and the side of the head with the cheeks and jawline. I could see that that were are not perfect at this stage, but were tweaked until they were much better.



I realised that to attach the ear most effectively, there should be a circular hole where the ear would fit on the side of the head. To creat this, I first removed all of the polygons on the side of the head. This gave me a large hole which i was able to fill in with rows of polygons that I continue from the face, meaning that the nice natural flows from the topology could continue. Once I felt the whole was a more reasonable size, I capped it with a large polygon, which later I would carve into quads.


Once I had this large polygon, I had to edit it so that it followed the topologys natural flow. I initially attempted this by using the slice tool to make individual quads that flowed through the entire model. The problem with this was that once I came to the end of this phase, there was always one polygon left which did not have 4 edges. This became a pain because it would always result in an oddity when it came to rendering. I decided to scrap this idea and come up with another method. This entailed using the natural circular shape that was alread present from the sphere, and just continuing it inwards until there was a small enough gap to be filled by the ear. Because of the hooded jumper in the reference image, it was very hard to make the neck. I decided just to extrude out a basic neck at this stage so that I could get a feel for how it might look.


Creating the ear entailed going back to the topology and drawing out the quads that would make up the ear. In the tutorials, it was said that the topology of the side on view was an optional step, but would make the modelling much easier. I did not take this advice and found out the hard way that it can be very hard to follow the curves of the face without this added help. I decided that this time I would make sure I followed the instructions carefully and did all of the steps to make this task as easy as possible.


Once I had drawn out the polygons for the ear. I then went back into 3Ds Max and created each of the polygons in the same way as when I created the inital mask. Once this was done, I began to pull of the edge verticies of the ear so that it matched up the the shape on the front on view. Once the basic curve of the ear was in place, I then began using the extrude tool to indent the ears, making the natural dips and trenches in them. I added a mesh smooth modifier and was happy with the results. This was a very good start, but I want to add more detail later when I clean up the whole model.


The next stage on from this was to add some depth to the ear. This meant dragging out some extra polygons from the back of the ear, and folding them around the back so that they formed the back of the ear which will connect to the side of the head. After this stage, I was able to take the ear and weld it onto the side of the head. After moving the ear into its correct position, I then used the attach tool to make it part of the same model. Once this was done, I used the target weld tool to stich the ear to the side of the head. Once all together, I reapplied the mesh smooth and symmerty modifiers to the head, and here is my outcome.


With these steps done, the modelling phase of the head is complete. Next, I hope to refine any details on the head that I am still not happy about, and then use the UVW Unwrap modifier to create the skin and hair textures, and finally adding a bump map to give the skin and hair some added depth.

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