




I started box modelling, (see above) using a CGArena video tutorial (http://www.cgarena.com/freestuff/tutorials/harshvideos/tut1.html).
I found that the video went too fast and at one point during the video, I'm sure the guy uses a difference model as it jumps from a low res mesh to high res mesh. This left me stuck with trying to figure out what was added in terms of edge loops and then figuring out how to avoid triangles and ngons (5 sided shapes).
Following day I spoke to Fahran asking him what approach he uses, he said that he used planar modelling technique. So I went ahead with this approach. This has turned out well for me but it was really difficult and when I had thought I had finished, I applied a smooth preview and the head looked rubbish and Fahran said that it still needed more work and it didn't look human.
Here are some screen-shots. Reference photos from Digital Tutors. these screenshots are in running order (from start to finish).





At this point, I had finished modelling half the head. The prospect of having to model a torso and legs from the head did not appeal to me. In the end I re-used the body that I had deemed as failed. I have become quite proficient at figuring out where edge loops can go avoiding triangles and ngons.




An idea that I thought of- parent the Vertices to curves and then use the curves as controllers to pose the mesh. So in the screenshot above I placed circle curves around the torso and extremities. This didn't work out, Maya just displayed an error message "not enough objects selected". One tool that I am going to a lot more often now is the 'paint selection tool' which allows you to select things a lot quicker compared to clicking and dragging over the vertices/faces.
As this didn't work I spent hours selecting the faces of the arms, legs etc and then changing the centre pivots' position in order to pose the base mesh.
I feel that I have done all I can in Maya. Alex (tutor) showed me a tool called 'average vertices', this relaxes the Vertices and this has served to improve on the edge flow that I was working on for the face. I then exported this base mesh in to zbrush to fix the head. I'm kicking myself now as I forgot that I could record my actions with a desktop recorder. However, in conjunction with reference I was able to sculpt and adjust the head to make it look more human and more proportional to the rest of the body.
What do I need to do next?
Do more sculpture designs.
Pose basic mesh according to my final designs.
Sculpt the posed meshes.
Create normal maps for these high res models.
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