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View Full Version : Another "easier" approach to modeling faces!?


soccerrprp
04-02-2007, 09:37 PM
I just discovered this face modeling technique that would go a long way to helping someone with limited skills such as myself create some decent, if not, very nice faces. It's a BLENDER tutorial, but the technique is easily translatable, right? :thumbsup:

http://www.blenderheads.com/site/index.php?topic=11.0

In C4D, wouldn't we just add points to trace the edge loops or use splines and then use SPLINE PATCH or SPLURF to fill in between with polys? It seems so easy!

I thought i'd share this discovery if you haven't seen it.

Richard

bobtronic
04-02-2007, 09:49 PM
well it's not easier than any other technique. most techniques are quite easy to master, the hard thing is to develope a grasp for form, shape and topology. once you master this you are not dependend on a certain technique. i for example usally mix box-modeling with poly-by-poly or edge extrude modeling. thansk for sharing anyway, it's always nice to see how other approach a task.

cheers,
Bob

bunter
04-03-2007, 10:48 AM
it doesn't exactly look like a new technique to me, but it does make it nice & clear how to lay out some loops as the basis for a head. I think it would take quite a bit of work to make it look like the example at the bottom though...

soccerrprp
04-03-2007, 11:29 AM
I didn't really think that is was a NEW approach, but one that I had not heard mentioned in the past. New to me.:)

Anyway, thought it was a nice alternative method that I would share with folks who hadn't thought about using this method in the past. I need all the help I can get, so it's an option for me to try out.

Richard

LucentDreams
04-03-2007, 01:04 PM
the create polygon tool set to quad strip would probably be the fastest way to draw out the front view and then pull the points back. in 10.1 the quadstrip functionality of the create polygon tool was improved to not need a specific clicking order to control direction of faces too so its a little easier to use.

selfmadepixels
04-03-2007, 01:19 PM
Well, the principles are the same as spline conforming but it's more easy to visualize the topology before putting down the quads....anyway could be another approach to the problem..:)

cookepuss
04-03-2007, 05:38 PM
I fail to see how this could be easier than standard poly-by-poly. In the time spent drawing out edge loops, I could be laying out the equivalent poly loops. This way, you end up doing more work. That tutorial might be okay for somebody just starting out or more into volume sculpting, but it's really not much more than a crutch.

I used to think that head modeling was hard. It's not. Like anything else, it just requires practice. Once you know the core loops in a face, the whole process is pretty mechanical actually. Lay down the poly loops. Fill the gaps. Cut in detail. Not much more to it than that. The bulk of the job isn't in topology flow. It's in the tweaking of the shape and surface.

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