View Full Version : Hypernurbs Head in C4D... my first...
http://www.posergallery.com/wip/20020618-Grey214959.jpg
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dieselMX
06-19-2002, 03:43 AM
That's coming along great grey :thumbsup: Great details on the nose, mouth, and ear with nice contrasting soft and hard edges. No criticism from me, this is probably one of the better heads I've seen modeled in Cinema 4D. I assume this is your first head in Cinema 4D but not the first one you modeled in 3d? Can't wait to see it all textured. Keep up the good work!
Mike Xue
technically it's neither... but I didn't really finish the Meissie tutorial...
This is the first head where I've got this far ever in any software :D
dieselMX
06-19-2002, 03:52 AM
Pretty impressive stuff! You must have some thorough knowledge of the human anatomy. I massacred more than five heads before I finally nailed it down somewhat :scream: May I ask how you created the nose and mouth? Was it just a series of inner extrusion and then manual point manipulation? I always had problems getting those parts to look "just right".
cheers,
Mike Xue
I used create points and bridge largely, that's why the structure of most of the face looks so messy.
the ear was based mostly on a Maya tutorial linked to the Modelling board. (the last one posted). It's probably the best part of it, though it's still far from perfect.
I know figures, I've seen a lot of 3D figures that I did NOT make over the years.
overall, this head probably isn't salvageable for the purpose of animation. The lips were the easiest part. That was entirely shaping based sketches I did. Very simple.
The nose was in part based on what I did in the Meissie tutorial. There was a part in there that called for a triangle after drilling into your head that "Triangles are BAD BAD BAD in hypernurbs"
I pulled in the nostril first, then built around it, again creating points and moving them into place from the side, then bridging them.
The reason I've still got triangles in there is because I had to use Inner extrude to get the brow shape and to be able to connect the mouth to the eyelids over the cheek.
Hopefully my next effort will be better.
Nice work Grey :thumbsup:
I havent tried Messie for a while now.I find he says in the tute do this,this and this,now you pick up the next 8 - 9 steps yourself and meet me at step 23....or thats how I find it :hmm:
Yep triangles bad bad bad :)
Try organic modelling with supernurbs as well Grey it makes the process quite a bit easier :)
Stu.
randyrives
06-19-2002, 04:40 PM
Nice job! Much better than I have ever done. The area above the lip and below the nose looks like it needs to be recessed back some.
--Randy R
Kaiser_Sose
06-19-2002, 10:11 PM
Originally posted by Grey
technically it's neither... but I didn't really finish the Meissie tutorial...
This is the first head where I've got this far ever in any software :D
You got a link to this Messie tutorial stuff
Maxon.net Project Based Tutorials:
http://www.maxoncomputer.com/tutorial_browse.asp?category=PROJECTS
Randy, you're 100% correct on that... makes her look a bit like a monkey.
I'm probably going to scrap that and give her "cheekline" a very slender row of polygons from the upper portion of the nostril down.
I think I also need to scrap her cheek and start that over, it doesn't look quite right. The other problem that is here, but salvageable, are the eye sockets, which have too few polygons and no eyelids (yet). I'm thinking I need to model her eyes closed rather than open, for texturing purposes.
BiGiNnEr
06-20-2002, 03:54 PM
:thumbsup: Hey great Job for ur first. Im doing the same thing but not coming out that well. But im starting all over and here is my first
I started Meissie over three times before I finally got a decent looking head... :D
The one part of the tutorial that annoyed me was using the jpegs to line up the vertexes...
But it gave a decent sense of where they should be, which helped out later.
LucentDreams
06-20-2002, 08:28 PM
I don't care for that tutorials method, I see looking at your model that it has a lot of really odd areas that would be problematic in animation though fine for still images. I suggest looking at various tutorials about edge looping and such. Great job so far though.
I have a tutorial on another meathod I have used once or twice for modeling a head from a picture, but it doesn't focus on edgelooping either really. A little before I learned all about edgelooping (I was just starting to learn that when I modeled this head for a project) Anyways if anyone is interested, I will upload it and post a link.
That Adrian Guy
06-20-2002, 08:52 PM
Hey, the head is looking pretty good so far, I'd work on the area around the lips and the nostrils next.
As for the tutorial... I TOTALLY have to agree with Kaiskai... I don't care at all for that one!!!
Let's face it, cubes aren't good for making a face.... at all. What you need to do is actually start from the eyes, and edgeloop your way from there. Triangles are the devil = )
http://www.geocities.com/adranmor/Untitled.txt
here's the second (or third face) that I made in 3d (does this look familiar? he he he) Pay no mind to the anatomy, just look at the mesh. Notice how it doesn't have all of the innecessary polygons on the cheeks or triangles anywhere?. Now, by no means did I come up with the polygon setup! edgeloops have been around for a while!
SO make an eye shape with atleast 8 vertices, and then make the polygons radiate from the eyes. Trust me! = )
LucentDreams
06-20-2002, 09:30 PM
The other alternative for edge looping is to start at the mouth to. both work quite well. as for starting from a cube I will say that that is fine, but not the way Bunk did it in that tutorial (THough bunk has done some fantastic work, don't get me wrong) but if you start with a cube, subdivide once and then start modeling away,pulling out rathe than pushing in it is far easier and allows you to still focus on edgeloping. To say never start witha cube was kinda funny as I was remebering the man famous for edge looping Bay raitt always started with a cube. But Edge looping is far easier in a patch method, and even easier if you have the extrude edges plugin (even easier with the pro version.)
Kaiskai, I'm so glad you mentioned Vertexes and animation!
I had suspected as much and I'm completely reworking the upper nose, cheeks and eyes.
Please let us see the tutorial you mentioned.
ALSO: have you ever heard of a concept for Sculptors called "FACIAL PLANES?" which breaks the face up into flat surfaces from which all faces are able to be broken into?
Supposedly based on work by Michaelangelo, Burn Hogarth, pencil artist who translated much of Michaelangelo's tech to line drawing seems to have ignored it completely or not used the same method of explaining it...
Even so, the little that I've seen of it makes me think it would be ideal to use for both building heads and building better animateable heads.
LucentDreams
06-20-2002, 10:21 PM
I haven't seen that to which you are refering, but I sure would like to, sounds like it oculd help a lot. as for the tut, I will post a new thread with links to all my old tuts in a few minutes here, they aren't great, but one has awesome textures, and the other are well meh.
Very Good, remember Facial Planes.
I know there's at least one sculpture book in German that mentions it, but I don't read german.
Pass the word along about it, if you run across it, please let me know. I've been searching for details on it ever since I first heard of it in 1989!
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