Teymur
03-26-2003, 05:56 AM
Hi,
First of all, I'm sorry if this question has been already asked (I haven't found it), if so - I'd appreciate a link to a relevant post.
I'm sort of new to Maya (3-4 months, or so) and I try to learn it as time permits, picking up everything by myself, using tutorials, books, forums like this one, etc. The problem I came across lately is modelling eye areas for my CG characters.
I had an idea that subD modelling is the best, in terms of efficiency, ease of use, etc. However, a strong opinion exists, that Nurbs modelling (patches, or otherwise) give smoother looking forms, more suitable for organic modelling. So I decided to give it a try. Everything went well until it was time to create openings for the eyes and all the related details (eyelids, etc.). I suddenly realized that I don't know how to do this. First, I've tried using the Sculpt Surfaces tool - pushing and pulling to create an eye-socket. It didn't work quite well, although I experimented with different brush opacities and radius - I simply couldn't control it to the extent I wanted to. Then I tried another method, which, I guess, I'd have to face even if sculpt surfaces worked - I had to actualy cut a hole for the eye and insert the eye ball. Now, in one of the tutorials I've read about a method of projecting a closed curve onto the area, trimming away, and then fillet-blending a surface representign eye-lid with the edge of this hole. I've tried this, but the problem was that there are clearly visible, although small, holes at the edges of the blended surface. I've tried to set "display render tesselation" flag and increase tesselation quality, which usually helps in such cases, but it didn't. So, to cut a long story short, here is my question - how do you usualy model eye-sockets and eye balls for them to look realistic? What methods (or combination thereof) do you use? Oh, by the way - I want the eye lids to open and close, at the end.
Thanks in advance for your answers.
First of all, I'm sorry if this question has been already asked (I haven't found it), if so - I'd appreciate a link to a relevant post.
I'm sort of new to Maya (3-4 months, or so) and I try to learn it as time permits, picking up everything by myself, using tutorials, books, forums like this one, etc. The problem I came across lately is modelling eye areas for my CG characters.
I had an idea that subD modelling is the best, in terms of efficiency, ease of use, etc. However, a strong opinion exists, that Nurbs modelling (patches, or otherwise) give smoother looking forms, more suitable for organic modelling. So I decided to give it a try. Everything went well until it was time to create openings for the eyes and all the related details (eyelids, etc.). I suddenly realized that I don't know how to do this. First, I've tried using the Sculpt Surfaces tool - pushing and pulling to create an eye-socket. It didn't work quite well, although I experimented with different brush opacities and radius - I simply couldn't control it to the extent I wanted to. Then I tried another method, which, I guess, I'd have to face even if sculpt surfaces worked - I had to actualy cut a hole for the eye and insert the eye ball. Now, in one of the tutorials I've read about a method of projecting a closed curve onto the area, trimming away, and then fillet-blending a surface representign eye-lid with the edge of this hole. I've tried this, but the problem was that there are clearly visible, although small, holes at the edges of the blended surface. I've tried to set "display render tesselation" flag and increase tesselation quality, which usually helps in such cases, but it didn't. So, to cut a long story short, here is my question - how do you usualy model eye-sockets and eye balls for them to look realistic? What methods (or combination thereof) do you use? Oh, by the way - I want the eye lids to open and close, at the end.
Thanks in advance for your answers.
