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Now began the process of creating more geometry to define the shapes better. This was mostly done with Connect. You want to arrange the geometry in such a way that it gives you the form you want and also facilitates making morph target shapes for facial animation. For the mouth area, a radial pattern is the most logical. The same holds true for the eyes:
Magnet moves aided a good deal in these steps. The inner mouth was accomplished by just Extruding back the face.
I'd also like to point out the importance of adding a light to your working methods. Even at this stage, a light will help you see the forms better that the flat 'head on' default lighting.
Around this stage, the process of rearranging the 'flow' of the geometry began. This was mostly Connecting and Dissolving edges. Again, you want to have geometry that defines the forms in the most efficient manner. The following illustrations of the cheek area can give you an idea of what I'm talking about. Observe how it changed from the earlier stages.
Once you are happy with the forms, you can go in and add detail. One nice feature about Mirai is it's ability to perform edge operations such as extrude or bevel. That's how I added wrinkles around Yoda's eyes. Be aware to clean up the potentially messy arrangement of faces that can result.
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