Sunday, 15 February 2009

A-part 2 Nose and Mouth

Next step I will carry on the nose and mouth parts together, because the nose is quite simply part.

1. Nose
Go to the edge level and select all the edges belong to the nose, and drag them to the right by push the shift button.


Go to vertex level and move those new points backward. Here comes out two new points, target weld them to the main outline of head.


Cut two lines on the nose to build the basic shape, one is from the eye to the highest bone of nose.drag this line to the front. Other one is to build the part around the nostril. Drag this line to the backward.

at last, adjust all the vertexes on the nose part.

2. Mouth
Go to the edge level and select the edges on the mouth and oral cavity part, and drag them to the left by pushing the shift key, repeat three times to create the width of mouth, and move the new edge a little bit to backward when it is cloned each time, in order to creating the arc of the mouth. I will adjust this part all the time when I create the mouth.

Modify the upper lip on the vertex level, and make the connection at philtrum and mouth.

Do the same things to the other lip, and adjust all the points to the appropriate position. Latter I will fallow a photo to modify the mouth carefully.

human mouth is usually very rich, so next I am going to add two lines for each of lips between both of them. Select one edge under the upper lip and go to click ring to select all the edge on this level, and then connect them, do it on the other lip as well. Make both line close to each other to close the mouth, but do not close the mouth.

Select the upper edge of oral cavity and drag it out by pushing the shift key. Target weld these two points to other point which on the other corner. Here I am closing the cavity right now.

Drag the edge on the corner of mouth and clone a new edge, and then target weld to the two points on the outside.

Target weld the last point with the point on the under lip

Now, go to vertex level and adjust all the points.

Draw a plant and upload my photo, modify again by comparing with the shape of my mouth.

Monday, 2 February 2009

Method A-part1 The outline of head and eyes

From today I am going to start building a head with 3d max, on this blog I am going to record the process building the basic outline of head and eyes part. in my opinion there are two parts are very important in head modelling,they are eyes and mouth part,so at beginning I just draw the basic outline for them, and I will adjust them in detail during the latter blog.
THE OUTLINE OF HEAD
At first, open the 3D max and set the units as millimeter. Go to shapes path and choose line object to draw a basic outline in the left view, and it will be much easier if following a real left side image of head. But I won’t do that this time, because I going to use it as the basic of some new characters later. Here I am creating a oral cavity for building a character with a big smile in the furture, at last, modify all the point to appropriate position after closing spline.
In this process the points on eyes and mouth part have to be very careful, otherwise there will be a big trouble in future.for exampe,there should be 3 point on the eyes parts, because there are two eyelids.


Extrude this outline, and give an approximate width value, I set amount 1mm.
I will do most of steps in the perspective view,so it has better make the window clear and easy to see.right click the Perspective and check the Edged Face,and uncheck the Show Grid
Covert it to Eidtable poly,by now there a basic shape on which all the other parts will be built .
THE EYES



The main methods that I am going to use to create the whole facial features are shift +move and Target Weld. So I will create the eyes with those methods first.

Firstly, select the eyes part from the outline of head. Pick the two edges and move them to the right by pushing the shift button by twice. Here I got some new polygons, which are the parts between eyes and nose. This part will control the depth of eyes, which is different for different areas people, for example, English is much deeper than Chinese. depend on waht kinds of people you want to build.

Go to vertex level and move them backward to get the depth of eyes.And then modify their positions.


Select the upper edge to move by pushing the shift button to create the upper eyelid, and repeat four times, and then adjust the all the new vertexes’ position on the vertex level. For making the eyes more realistic the corner of eye will be built by bilateral structure, so I will cut two lines on those two parts.

Adjust all the points to make the ball shape on the vertex level, because there will be eye ball inside, it should be the upper edge is a little bit ahead than the other one.



Create the underside eyelid by the same way. clone the edge three times, at last, target weld the last two points with the upper eyelid.
By now, I got a whole eye circle. go to vertex level and adjust the whole points on the Perspective view very carefully, and imagine there is a ball behind these eyelids when adjusting them.


because this is just leftside of the head, so I will clone the whole object along the x axis as the right side head, but a important thing is this has to be instance clone, so I just need to create on one side during the next time.








My indenpendent learning module-HEAD

This blog is opened for the head modelling part in my independent learning module. I will record the process of creating a 3D head.

In my opinion, firstly human is a big part in 3D modelling and animation learning, and it usually portrays a leading role. And the head modelling is a very important and useful part for building a human role. Secondly there will be a great help for me in my other module after I learned it, for instance, the 3D character animation.

In this blog I will learn two methods to create a head, and method A is a creating method that is to build from detail to the integer, that means the head will be created the head from the outline of head, the eyes, mouth, nose and then to the whole head. This way is used to in head modelling, so I will give a particular account of it.

There is the other way I call Method B that I’ve learned on last semester for creating a scarecrow, and that way was creating a head from a box and then cut the eyes and mouth part on it, I will not add this method in this blog.



I hope I can hold the knowledge to build a head and use them in sorted of human characters.