Saturday 26 September 2009

Week 1

 

Building a 3D Face

During the first five weeks of this Semester a brief has been dictated entailing the task of constructing a 3D representation of our own faces. This is to be achieved via a specific technique within 3DS Max known as Spline Modeling. This form of modeling is perhaps the most difficult to master as it involves creating each individual Quad/Polygon in order to form specific objects, which in this case would be the features of a human face. Due to the required use of this form of modeling, it personally represents a major challenge as previous experience with this technique has proved significantly time consuming and occasionally problematic. Despite these reservations the task at hand will be rewarding, especially considering how accurate the final 3D face appears in comparison with the real-life photographs.

Throughout the course of this week several reference photos will be taken of my head, including front and side profiles. These will then be edited within Adobe Photoshop to remove any Barrel Distortion created by the digital camera. This stage is mandatory as it is extremely difficult to take perfect profile images which can be used for modeling straight away. Consequently it is imperative that the front and side profile images are aligned as accurately as possible, as these will serve as the main points of reference when Spline Modeling the head. If the images were out of proportion or facing different angles, it would cause major problems when trying to align vertices with certain parts of the reference images in each viewport. The result would consist of distorted features such as skewed eyes or disproportionate ears for example. The photos will therefore be manipulated using the Lens Correction and Transform tools, then aligned using Rulers found in Photoshop.

The next vital step before proceeding with modeling is the planning and establishment of Topology. Topology is a 3D term used to describe the flow of Polygons that make up the surface of an object. The ideal Topology whenever modeling is to have a Mesh that is made entirely from Quads (4 sided polygons). 

 

Ideal 3D Head Topology

 

Three-side triangles and five of more side Polygons can cause severe problems within any 3D modeling software package. For example a triangle Polygon amongst Quads on the Topology of a human head in 3DS Max would create an irritating "pinching" effect on the surface of the Mesh. This would become even more apparent after applying a Mesh Smooth Modifier and Material to the head, as an evident "crease" would appear as a stretch the in skin texture.

 

3 Sided Poly vs. 4 Sided Poly

 

To prevent this problem from arising in my scenario, the Topology will be determined beforehand by simply drawing lines over the front and side images following the contours, creases, wrinkles and protrusions of the head. After these steps have been conducted the modeling phase can begin by importing the head profile images as reference planes in the corresponding viewports of 3DS Max.

 

Defining Topology

Having familiarized myself with the ideal topology for a 3D head, photographs were taken of the front and side of my head using a digital camera. These were imported into Photoshop and aligned accordingly using the previously described Lens Correction / transform tools. 

 

Aligned Head Profiles

(Click for full-size image)

 

In order to ensure an accurate flow of polygons, guide lines were drawn across the front of the face, tracing keys features such as the check bone and eye socket. I then proceeded to draw the Topology starting around the eye to form an even ring of polygons. This was continued down the cheek towards the chin and finished off with the nose. Overall I was particularly satisfied with the outcome of the mapped topology on the front view, as I feel that the contours of my face have been adequately represented with a fair degree of accuracy. This process therefore took an extended period of time as I also ensured that only four-sided polygons were drawn on. This proved to be exceptionally complex task as in some cases it was hard to comprehend how to break certain features up into quads.

 

Front Topology Quads / Side Topology Guides

(Click for full-size image)

 

Now that the head profiles had been sufficiently prepared with Topology guide lines they were imported into 3DS Max as a Bitmap image. The two profiles were aligned on two separate planes in the front and left viewports respectively using the "Bitmap Fit" alignment tool under the UVW Map Modifier. The resulting image/plane setup can be seen below and should serve as an invaluable reference point when beginning the modeling stage.

 

Head Profile Viewport Setup

(Click for full-size image)


2 comments:

  1. A very good and flowing topology. I enjoyed your extra information on 3 sided polys against 4 sided.

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  2. thanks. Your article is easy to learn and i enjoy it. But still i cannot implement it to 3D software, and i think it's easy until i found my own method.

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