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sllink
04-11-2004, 05:28 PM
I've been trying out the different ways to create heads but no matter what I do I always seem to have the same problem with the same areas. I cant seem to figure out what Im doing wrong on the mouth or how to fix the creases in the corners. I have other creases Im trying to figure out how to get rid of. I know I can spin the quads on some creases but that doesnt seem to fix the problem all the time. sometimes the creases are just do to having to many polys connected at one point. Like I said I still do not know how to read the spins to know when you can merge the polys or continue spinning.......arrg... Any ideas or help would be most appreciated.

Thanks
http://hometown.aol.com/sllink/pictures/help1.jpg

thx1138
04-11-2004, 10:19 PM
22 views and no replies ? Well, guess that's because perhaps you touched a subject that's very hard to solve. I don't have the exact answer either. But I'll give my views anyway.

On your image the area at the top, right on the cheek isn't that big a deal. Smoothing will solve that for the most part, and chances that you'll have a big deformation right on that spot are low I think. It's almost impossible to avoid those 5 point connections, but their location determines whether you have a real problem with them.

You should also look for some tutorials on this subject. I don't have the links for you right now, but there's a lot of discussions and material on this subject out there on the web. And it doesn't matter if it's Maya or Xsi. The basics are all the same. Just spend a few hours browsing and you'll find some.

gerardo
04-12-2004, 12:13 AM
The area of the cheek is solved subdividing (bandsaw) the polygons on the nose lobes (also that will give bigger detail to the wrinkle that is formed from the nose to the lips when your character smiles); and also subdividing the area between the base of the nose and the superior lip, what will allow you to delete those annoying polygons to the sides of the nasal holes.
To solve the area of the mouth is something more complicated, since never, I repeat, never, you should join the corner of the lips in just one point; (that is the difference between the characters of ToyStory 1 and Toy Story 2). The end of the commisure of the lips should be a very small polygon of 4 sides, but in no way it should be one point where all the vertexes converge. Solving this, that point of tension will disappear beside the lips.
Whichever is the technique that you use, the creation of human heads requires a previous knowledge of the anatomy of this area (bones and muscles) the important thing here is not only the geometry (that defines the volume) but the model's topology (the shape in which is distributed and ordinate the geometry like a continuity).
There is a very advisable technique of using the direction of the face muscles as base for the model's topology, explained here detailedly:

http://coldfusion.art.msstate.edu/camenisch/thehumanhead /

To have an idea of the topology that better adapts to your model, you can take a look to 3D/2D Techniques> Modeling> Topology research, of this same Forum (very good reference material)
I allow myself to recommend as good material referencial for masculine head:
http://www.cgtalk.com/showthread.php?threadid=46897&perpage=15&highlight=the%20ripper&pagenumber=8
And for feminine head:
http://www.insidecg.com/printfeature.php?id=14

Hope this helps,


Gerardo

sllink
04-12-2004, 04:15 AM
Thanks THX1138 and Geraldo for your time and comments I will take your references and comments and see if I can fix these problems.

thanks again.

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