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There are many ways in which to model a head in 3D. In this tutorial, we’ll look at polygon modelling with subdivision smoothing formesh refinement. This approach enables you to create the topology of the face mesh in a very direct and hands-on manner. With NURBS modelling. Initial features Create a cage mesh in Maya and begin modelling the mouth. Material changes You can change the material to green so it’s easier to see. Set the material properties and apply materials to objects using the Hypergraph in Maya. Writing scripts You can also create two scripts to change the visibility of the layers on which the proxy and smooth meshes appear as well as the transparency of the surface of the proxy mesh. This enables you to switch between the low-res cage and smoothed versions of the model as you work with a single click. Copy the directory called 3D_Head from the download to your hard drive. Set this as your current project (File>Project>Set…) then open the scene file FaceTemplates.mb. Creating loops You’ll need to use edge loops to mimic muscles under the skin. Without these, the head will be hard to animate. Extrude the edges up again creating two more polygons. Join these to the nose junction using the Append to Polygon tool in Maya. This is an important joint in the topology because it marks a change. Note that the highlighted point has five quads connected to it. This enables a loop (highlighted in red) to continue up over the nose while accommodating the extra polygons for the nostril area. The cage object is called FaceNose.obj in the download. Adding the eye Position an eye socket, create some loops and weld it to the mesh.
Tags : initial features, 3d face, eye position, hypergraph, eye socket, extrude, material properties, nostril, current project, meshes, material changes, quads, refinement, topology, obj
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February 27th, 2009 at 4:51 am
this is very nice but how to open the tutorials how can i learn you have to provide some free tutorials then only students can logging u r web site. thanq