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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.

Anteru
03-26-2003, 10:39 AM
If you are using NURBS, you'll have to use several patches for the head. Then you can stitch together the individual NURBS patches. Check out this great tutorial about stitching: http://zj.deathfall.com/nurbstut1.htm

Teymur
03-26-2003, 01:35 PM
I know I'll have to model using several patches. But I will still have to make holes for the eyes, won't I? Or do you mean that the eye area itself should consist of several patches, stitched, say at the corners of the eye, or so, instead of using a single patch covering this area and then considering how to make an opening for an eye in this one single patch? In fact, I did have several patches for the face, each with different level of detail, based on how complex the topography was, but I had only one patch covering the eye area. Maybe that was my mistake?

Anteru
03-26-2003, 07:08 PM
Either you just let it empty and place a sphere inside, or you try to fill it with patches. IMHO, the first is better for stills, while the latter is better for animation.

dmcgrath
03-26-2003, 08:51 PM
You could build your head starting with the eye first. All I did was make a few identical curves, loft them one at a time together, then attacth surfaces, and rebuild surfaces, delete history. Then you would have to cut them up and stitch them together to your head patches.

http://www.spatiallight.net/tutorialsPage/eyeTut.gif

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