Friday, 22 March 2013

Face progress

 Now Iv finished the main facial area, I went ahead and added a 'symmetry modifier' this basically saves me going through the whole process again of doing the other side of the face and it makes sure its all symmetrical. Another advantage of adding this modifier is that whatever I do to one side of the face it will also happen to the other.


I found when doing the side profile, my measurements were really off, which I find baffling because I used the rulers in photoshop so it should have been spot on. Everything was either to low or too high in correspondence to the front profile, after playing around with it for a while I got it to look right.   
As you can see I made a start on filling the areas I left out in the initial mapping. The nostrils werent too difficult to do, its just getting you topology to match up and making sure they are all four sided polys as anything more or less make awkward shaped to work with and dont render very nicely.
Here I finished the lips were actually more challenging than i initially thought they would be. When working and creating more polys, instead of drawing them all in again separately a nifty time saver is to select 'edges in you 'editable poly' mode and holding down the shift key and pulling out the edge (as if to move it) will create a new poly from that one and you can select many edges at once and do this to. 
Here you will notice a smoother mesh with many more polys that the other image, this is due to a 'turbo smooth' modifier I have applied, this gives me a better idea of a rendered outcome and also if my low poly mesh is attached together properly as any polys that arnt 'welded' together will show gaps in the mesh 
Nice little close up of the overall progress, im quietly confidant at this point, Max is behaving itself....but for how long.........

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