Saturday 29 March 2014

Modelling - Part 3

I changed the faces around the eye so that they bend around in a circle. After looking at similar meshes online, I found that most, if not all of them, did something similar with the eye area. Making loops of faces around the important areas of the face allow for much more efficient and attractive movement when they're squished and stretched.



Next I did a similar thing around the mouth, trying to make small loops going around it so that mouth movements look good.



Connecting the chin to the neck was quite tricky, and I actually re-did it 3 times before getting a result I liked. The main issue was that I had the two separate rings from the eye and mouth, and I had to connect them in the middle.



With the head, I once again had to re-do it twice to get a good result. Although the topology on the back of the head isn't very important and doesn't need to be detailed, I still wanted to make sure it was efficient and attractive.



To create the ear I made a new cylinder with 11 sides, and then positioned each corner to match up with the ear on the side-on drawing. Next, I used the inset and extract tool on one side of the ear, rotating the newly created interior ear to create a slightly more realistic shape.



After adjusting the thickness of the ear and earlobe shape, I attached it to the side of the head and connected the two. 



By changing the viewport to wireframe mode, you can get a better understanding of how the head and ear are connected. Although I try to stick to using quads as much as I can on my model, I had to use a lot of triangles when attaching the ear.



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