Tuesday 6 October 2009

Week 2

 

2D to 3D

After previously aligning the head profile images and then importing them into 3DS Max, modeling of the head can now begin. Using the Topology guidelines that were drawn on the images, I began by using the line tool to trace each quad. Whilst doing this I ensured that the snap button was toggled on and setup to "snap to vertex", as this enabled all the splines to be accurately lined up at the corners without leaving any gaps. When drawing each spline I also verified that each one was closed using the "close spline" dialogue box as not doing so would create issues further on when converting the splines to polygons.

 

Tracing Quad Topology Using Splines

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Once all of the required Quads had been traced as Splines, they were all selected and converted into editable polys. However at this point they stilled remained as separate Polygons, therefore using the "vertex sub object mode" all the Vertices were selected and then welded to create a whole continuous mesh, without overlapping Vertices or gaps between the Quads. The object was then made see-through using the "alt + x" keyboard shortcut which essentially toggles the object's opacity, thus allowing the head image underneath to show through.

 

Welded Polygons To Form Whole Mesh

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At this point only half of the face has been traced as this will considerably reduce the work load as the other side will simply be Mirrored using the "Symmetry Modifier". Due to this fact the line of Vertices running vertically through the centre of the head need to be perfectly aligned in the X-Axis to form a straight edge for the Symmetry Modifier which will later be applied. If these weren't aligned properly, gaps would be present between the two halves of the face which could prove problematic when trying to weld together. Consequently these Vertices were selected and aligned in the X-Axis using the "Make Planar" tool found under the "Edit Geometry" rollout of the Vertex Sub-Object Selection Mode.

Now as a single Mesh, each Vertex was manually moved in the X-Axis using the left Viewport to correspond with Side view image. It was crucial to only manipulate the Vertices in this axis as altering the Y-Axis for example would cause misalignment on the front view of the head. This was initiated from the right side of the mesh working left towards the ear, therefore maintaining a logical order and starting from the highest point. Whilst the shape of the head began materializing I also ensured that the quads followed the general curves of the face, as any straight lines are unnatural and shouldn't be present on an organic object.

 

Vertex To Image Alignment

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I proceeded to pull out the Vertices until they all aligned up in both the front and left Viewports. Having done this the basic shape of the face was complete, however specific holes were left for the more detailed features to be added individually, namely the eyes, nose and mouth. A "Turbo Smooth" modifier was also applied to intentionally gather an idea of what the final surface of the face would look like. Alterations to the Vertices and shape of the head were then made with this modifier enabled, using the "Show End Result" preview button. This basically allowed changes to be made using the "Low Poly Cage" whilst temporarily viewing the smoothed version. At this point a "Symmetry Modifier" was also applied to the mesh in order to see what the whole face would like rather than relying on just half of the head. The Symmetry modifier was tweaked slightly by expanding the plus sign next to its name in the stack, revealing the mirror function which allowed the cloned half to be positioned exactly adjacent to the existing half.

 

Turbo Smooth & Symmetry Preview w/ Low Poly Cage

(Click for Full-Size Image)

 

Constructing the Nose, Eye-Lids & Lips

With the basic structure of the face finalized it was time to introduce the main features which help to add character to a person's appearance,  including the Nose, Eyes and Mouth.

To begin with I started working on the nostrils as the bridge of the nose had already been produced when aligning the eye socket. A hole was purposely left around the nostril as it is a rather complex shape made of a variety of different curved surfaces which would have been difficult to comprehend when drawing the initial guidelines. Therefore to make the nostrils, the ring of edges around the hole were selected and then scaled inwards whilst holding the shift-key on the keyboard to drag out new edges. These were arranged in a circular fashion again leaving a hole in the middle for the actual nostril cavity. These new edges then had to be connected at certain points to the existing geometry around the nose area, this was achieved by simply Welding the necessary Vertices.

 

Extra Nostril Edges

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An edge loop was then introduced between these edges to prevent a five-sided polygon from being formed. This was a vital step as any pinching in a detailed area such as the nose would evidently show up detracting from the level of realism as well as disrupting the surface of the mesh.  These additional edges also allowed more detail to be present by creating a raised surface and smoother curve.

 

Adding Detail With Edge Loop

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The remaining hole was then filled by bridging the edges to create several polygons over the hole. These were were then extruded inwards in the Y-Axis to form the walls of the nostril cavity. The positioning of these newly created polygons was then altered by moving them slightly towards the centre of the nose and backwards a small amount to simulate the appearance of a real nostril cavity.

 

Nostril Cavity - Inwards Extrusion

(Click for Full-Size Image)

 

The turbo Smooth modifier was then toggled back on to preview the nose in its smoothed form, the shape of the nostril cavity was then altered considerably to match the reference images as closely as possible. Consequently the nostril cavity was changed to more of a tear drop shape and given more volume in the centre joint.

 

Nostril Shape Adjustment

(Click for Full-Size Image)

 

I then continued with the facial features using the same techniques used with the nostril to fashion the lips. The lips were given several edge loops to allow for finer detail to be added such as the very edge of the lips where they join the face and to add more volume/protrusion to their surface.

 

Lips Edge Extrusion

(Click for Full-Size Image)

 

The top lip was made to overhang the bottom lip slightly as dictated by the side reference image. In order to implement this feature a small gap had to be left between the two lips to prevent vertices from clipping the surface of the mesh which could result in pinching effect in addition to unexpected shading issues.

 

Lip Definition/Volume

(Click for Full-Size Image)

 

The next facial feature I concentrated on was around the eye socket area, mainly the eyelids that will surround the eye. The eye area on any human face is another crucial aspect which defines the resemblance of a person's appearance. Consequently I tried to follow the reference images as accurately as possible without disrupting the overall shape of the head that I had already produced.

To start with I extruded the edges along the top of the eye to form the basis of top eyelid. This was repeated several times to build up a curved edge. Several vertices above the eyelid were then moved downwards in the Y-Axis to reproduce a minor overhang/crease effect which is present in the front reference image. Although in order to pull off this aspect some of the vertices clip through the surface of the mesh in the low poly view. However once the Turbo Smooth Modifier is previewed the smoothed mesh is free of this issue, as the modifier rounded off the sharp edges which were protruding, yet still maintained the intended overhanging appearance. The same process was employed for the lower lid except the area below was given more of a plumpness to represent the presence of the eye itself within the eye socket.

 

Eye Lid/Socket Construction

(Click for Full-Size Image)


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