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Author   Topic : "another 3d head"
Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Fri Dec 14, 2001 8:00 am     Reply with quote
i know he needs alot of tweaking but please tell me if i�m on the right track.



[ December 14, 2001: Message edited by: Probus ]
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jabber
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Joined: 22 Nov 2001
Posts: 235
Location: Calgary, Alberta, Canada

PostPosted: Fri Dec 14, 2001 4:36 pm     Reply with quote
it looks like the head is to far forward. your best bet is to get a book on the human anatomy or something.

n since this is a topic on 3d stuff, i was wondering, does anyone know how to skin 3d models? i've been working on max stuff for awhile now, and my book doesnt really cover how to say make a head in max, design a skin for it, and apply the skin onto the head correctly.

any links would be grand
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Fri Dec 14, 2001 5:06 pm     Reply with quote
in case you didn�t know this one, maybe it�ll help http://www.menithings.com/How/Head/GetHead_01.html

i know the head is fucked at places, i have a better version, but it�s prolly the patches that makes it difficult. i�m still trying out different techniques. thanks for the comment.

[ December 14, 2001: Message edited by: Probus ]
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daz199
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Joined: 30 Dec 1999
Posts: 415
Location: Surrey, BC, Canada

PostPosted: Fri Dec 14, 2001 5:37 pm     Reply with quote
thats a good start, but i think you should put more work into it, shape it so its anatomically correct, and fix the wrinkles ( i know they're a bitch)
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dkimblad
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Joined: 13 Dec 2001
Posts: 73
Location: Sweden

PostPosted: Sat Dec 15, 2001 11:11 am     Reply with quote
I think it's a lot easier to start with one piece of the face, most often the nose.
Then do the mouth and an eye. First when all those parts look good I start connecting everything together. I work this way with both polygons and patches.

About texturing. Split the model into pieces that can be mapped planarly, then make a copy. Now move all the pieces around so that you can map everything with planar mapping. Map it and then use some morph-tool to morph the mapped version back to the shape of the copy you took. Weld the vertices in the seams and behold. Good luck.
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Sat Dec 15, 2001 3:57 pm     Reply with quote
i dropped the patchthing and started again with splines, tell me what you think:

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Shiro_tengu
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Joined: 02 Aug 2001
Posts: 430
Location: W. Australia

PostPosted: Sat Dec 15, 2001 5:26 pm     Reply with quote
I dont know if you are using max or what but if you are - I way prefer splines for modeling characters. Its easy and for more effective. Also I find the free plugin maxscrpts called "spline tools" an absolute blessing. They reduce the endless repitition of it all.
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[Shizo]
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Joined: 22 Oct 1999
Posts: 3938

PostPosted: Sat Dec 15, 2001 7:49 pm     Reply with quote
Probus: better!

Shizo_tengu, bless me with your spline knowledge please
Cause spline tools i can't find, and the ones in max are crazy!! if you have icq, i'm at 9294581 i'd like to ask 1 or 2 questions on splines real quick

PS: lol i wrote Shizo_tengu, not on purpose
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jabber
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Joined: 22 Nov 2001
Posts: 235
Location: Calgary, Alberta, Canada

PostPosted: Sat Dec 15, 2001 9:52 pm     Reply with quote
hey, maybe u could post a dl for the 'spline tools'. i havent really worked a lot in splines, but i have done a couple of characters with them so far.
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Sun Dec 16, 2001 1:03 pm     Reply with quote
here�s my progress. i used splines in max, then i converted to patches to refine a few things. i was a little too bored to do the ears properly. Also if you have a suggestion for me to smooth out the wrinkles, i�d love to hear.

oh shiro, i wanna be blessed too! i just discovered how to work with splines, and i love everything about it. If you�d like to post "spline tools" please do so. I�ve been looking for it but couldn�t find. Thanks for the comments.
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