Artwork > Finished Works and Works in Progress
non Sub-D face template for a future project
BOB_I_Ts:
hi im new to 3d ;D not but has been a while since i have
recentWIP.jpg
first model WIP in anim8or v9.7c
non sub-d mesh is based from the reference image in background so its not completely anatomically correct
non sub-d face has become plugin f8ce project click here ---> F8ceBodyWIP.an8 to see current progress
Olias:
Well, if that's what you came up with and you're new to 3D, then you're way ahead of the curve.
From what I can tell, you've got good edge looping going on, and that's pretty critical for properly animating a face.
The only oddity I can see that doesn't seem to go with the rest of the edge flow is those two quads to the side and slightly above the mouth.
Other than that, very good work. This is definately the way to start if you're going for organics.
$imon:
Don't believe a word he says Olias! haha..
Good to see you back Bob.. Your mesh is looking alright, as Olias pointed out the loops can be improved in some areas
Look here for the general loop-routes: http://i9.photobucket.com/albums/a84/Monkey_Knife_Fight/EdgeLoop1.jpg
Needs some tweeking but it's a good start! Good luck!
BOB_I_Ts:
haha thanks for tips yes i think model cage is way to high poly for what i intended il scrap it and try another
Thanks for showing me that wirecage $imon its perfectly optimized im in love :D "the wire cage i mean"
I set my self a a steep goal to make face into a parametric with attribute options like bloated to dissolved to aged similar to morphs but each facial feature has its own attribute of course loads other stuff like like parting of eyes nostrils scale and offsets etc even non symmetry changes if it works.
so i need make sure polys are not wasted at same time allowing as many key features to make variations look as distinct as possible at same time keeping a8s small as well
3 theory's i have so fare is have a multiple magnet primitives (virtual pins) which linked to groups vertices from a loaded mesh command script or make multiple primitives then create some command that merge them together or have it single object with values change from the attribute editor menu
rellik420:
i dunno wtf u just said... but a mesh is a mesh. it really depends on a few key things.
(im still not great at this whole 3d thingamagig)
1: is polygons. if you need a certain amount of polies (say... 10k-12k) shoot for that (usually used for video games.)
2: the edge flow. its mainly used for rigging. theres a reason why faces are done this way. anim8or uses morphes, some other programs basically use rigs to make morphs. (so ive read). but its still the same set up. eyes/brows lips/chin then the rest of the face/head.
3: for a still render you can make it how ever you want. pretty much whatever works works. but i think you should "go with the flow". it works with stills and animations.
your face is pretty good except fo the eird square that every1 else is concerned by. ( i am too). if its something that you need for what your doing keep it. but if not u can easily mess with it and make it into a "normal" loop. if theres no real reason for it. then make it the norm.
it has a good shape to it. its really up to you how many polies you want it. and if you dont want to use "NURBS" (aka sub division) thats most liley use for a game engine. and they usually have set polies per frame (i think). if ur not using other software and your worried about render times, then forget about the render times. u can render while you sleep.
please expain the vurtal pins.
from what i think they are... is u set 1 vert for a group or verticies. ( say the corners of the mouth. you have 1 verticy controlling the (x number) of verts on the corner of the mouth.) so you can make a sad or happy face.
from what ive gathered from you past few posts your more an asl guy more than a modeler.
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