4 - Using splines to model a head
Eric Maslowski
We are now starting the modelling process.
Set up your view ports. Right click on perspective in the corner of the view port - configure and chose layout - two side by side. Change by clicking on name to change view port > Ok. Front view port is allocate to the left, And the left view port on the right.
Change to smooth and highlights and turn off show grid from the same menu.
Zoom into viewport with the zoom extents button.
Drawing the topology.
Make front view port full screen. Draw each quad using the line tool, that we originally drew in Photoshop, which will be converted to a mesh.
Create > shapes > line. Creation method – no Bezier as this will add triangles. We need to use Hard corners., so initial and drag types should be set to corner.
Click once to define a starting point, click to form your quad and returm back to start in order to close the spline Say yes to the dialogue box.
Turn on snap so that when you reach existing spline it will snap to it. Right click on 3D Snap, click on vertex. Continue to do this process of making quads. This can actually save you time in the long run. Do this over the entire surface.
Area around eye. If five sided area, approximate certain areas and simplify the number of points. Click on line and delete if you make a mistake. Back space on keyboard will remove the last vertex that you have made.
If the point won’t select particularly in difficult areas, you can change the snap type and go to options and adjust the radius. If too sensitive drop the number of pixels.
Keep it simple as detail can be added later on.
Do not fill in the nostrils straight away.
Creating a surface
Get out of line mode. Select shape > modify panel > right click on shape , convert to editable poly. This produces a single polygon. Go to ‘Edit geometry’ in modify panel > attach > click small box and a dialog box lets you select the different quads. Click all, attach and have one complete surface.
Chose Edged faces can now see the topology.
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