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Topic : "another 3d head" |
Probus member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Fri Dec 14, 2001 8:00 am |
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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 member
Member # Joined: 22 Nov 2001 Posts: 235 Location: Calgary, Alberta, Canada
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Posted: Fri Dec 14, 2001 4:36 pm |
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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 member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Fri Dec 14, 2001 5:06 pm |
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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 member
Member # Joined: 30 Dec 1999 Posts: 415 Location: Surrey, BC, Canada
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Posted: Fri Dec 14, 2001 5:37 pm |
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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 member
Member # Joined: 13 Dec 2001 Posts: 73 Location: Sweden
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Posted: Sat Dec 15, 2001 11:11 am |
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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 member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Sat Dec 15, 2001 3:57 pm |
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i dropped the patchthing and started again with splines, tell me what you think:
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Shiro_tengu member
Member # Joined: 02 Aug 2001 Posts: 430 Location: W. Australia
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Posted: Sat Dec 15, 2001 5:26 pm |
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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] member
Member # Joined: 22 Oct 1999 Posts: 3938
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Posted: Sat Dec 15, 2001 7:49 pm |
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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 member
Member # Joined: 22 Nov 2001 Posts: 235 Location: Calgary, Alberta, Canada
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Posted: Sat Dec 15, 2001 9:52 pm |
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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 member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Sun Dec 16, 2001 1:03 pm |
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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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