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View Full Version : wip human head-mesh help, maya


kgg
22-02-2004, 05:07 AM
Hi. New. :)
I recently switched from traditional sculpting to computer graphics. I worked a bit with 3d max then got into Maya.
This head was constructed with the latter.
I started with a sphere--cut one hole for the mouth and then added another for the eye. After getting a certain amount of basic form detail I converted it to a sub division head--and did more refinement(especially around the ears). There are little problems I encounter with it--smoothing problems. Little dents and irregularities that I find annoying(like if I try working around the mouth, it might wrinkle or fold in ways I dont want--and its a real pain to go in and rearrange vertices to fix it). Or, such as under the jaw. I am just wondering if anyone can tell sculpting problem areas just by looking at how the mesh lines are flowing(there is this dipping line right under the jaw that has me concerned). It is my first head--but I wanted to have a good basic one that I could use for learning--and maybe some animation in the future(it is for a static model at the moment). Anyway, if I do redo it, I could use some construction tips. Thanks

http://artandfantasy.com/headwireframe5.jpg

http://artandfantasy.com/headwireframe6.jpg

simplified sub d version:

http://artandfantasy.com/headwireframe7.jpg

This is a pre subdivision version of the head--though I did some ear work that wasnt on the original model--but this is pretty close to how it looked in polygon mode:
http://artandfantasy.com/headwireframe9.jpg

theta
22-02-2004, 07:29 AM
i think the problem i am seeing is that there are a lot of vertical lines running from the lips down under the chin into the neck, in the center of the head. they are all close together and thats probably the crease your seeing.

in the unsmoothed version, try to space out the lines around the center of the chin, or take out one.
id say delete that vertical line thats closest to the center on the chin and neck.

kgg
22-02-2004, 07:59 AM
I am going to try that, thanks.

I think I might have goofed with the edge loops on the jaw--not sure.

BTW
Here is another view of the unsmoothed polygon version.

http://artandfantasy.com/headwireframe10.jpg

kgg
22-02-2004, 04:30 PM
Decided to alter the jaw line--adding an edge to give it more definition in the polygon phase.

http://www.artandfantasy.com/headwireframe11.jpg

http://www.artandfantasy.com/headwireframe12.jpg

kgg
06-03-2004, 08:01 AM
I redid the head using an earlier polgyon model(before I sub-d'd it). Eliminated the jaw dents and now I can choose between continuing as a polygon or converting it to a sub.

http://www.artandfantasy.com/headwireframe13.jpg

http://www.artandfantasy.com/headwireframe14.jpg