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View Full Version : Using deformers to fit a model to any human face


bennyboy2
06-25-2005, 12:30 PM
Since the basic topology for almost every human face is almost identical, I'm wondering what the easiest way would be to adjust a pre-modeled "template" face to a new form based on photo references.

Right now, I'm thinking a collection of little lattices, like one for each eye, one for the nose, etc. might work. Or possibly a wire deformer (but I've never used one yet), or a combination of both.

Any thoughts on the best way to adapt a kind of general template face to new projects? As with before, my goal is to make a good human face (good game qualitity, not photoreal) in under 30 minutes, including phototexturing from front and side photos.

Emil3d
06-25-2005, 03:04 PM
So far in that respect I’ve come up with several basic faces for different types like male, female, kid, and old in relatively low resolution that I use as a starting point for refining the details based on a reference. In doing so I use and try all modeling tools that may help including deformers, however I usually end up mostly pushing points around and modifying topology changes with the split poly tool.

dhenion
06-25-2005, 03:07 PM
Lattices are a good choice for roughing the shape. Put one large one over the whole head with only a few points to get the overall shape closer. Delete that one and add another one over the whole head with lots of points to nudge specific areas closer. Delete that one and start putting in localized lattices - I'd work on one area at a time, deleting them as you move on. You can use soft selections to push and pull verts around - can't remember now what its called in maya - I keep forgetting maya has this feature and usually don't use it - but it can be useful. Either way you'll probably eventually get down to moving inidividual verts to get the final details nailed - but if you are working at game quality resolution it shouldn't be too bad.

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