View Full Version : going to texture my elf-head
04-06-2004, 08:54 AM
I'm working on my first model, and i'm planing to texture it, but first i may change some things about the model. What should i change? (dont say "everything")
its made in maya 5 and i'm now going to work with maya 6.
hope u like it
04-06-2004, 12:36 PM
Try pressing G in the view :D
Hmmf Lookes good.. What meshsmooth 2?
04-06-2004, 11:19 PM
Move the ear down a bit, it's a little too high IMO.
05-06-2004, 05:41 AM
here is the wire view
05-06-2004, 05:44 AM
here is another view of the smooth version (2subdivision levels)
05-06-2004, 07:56 AM
little update for the nose
05-06-2004, 09:21 AM
Extrude the inner nostril edges and do the same with the eyes so that when you add them there will be no gap. Also the forehead and top of the head are mishapened. Round it out more and add some polygons by cuttting those forhead polygons into halves. That will help you better shape the head. And then horizontally scale the whole top of the head while in front view. Move vertices in the cheeks so they will match up when you do this. Thats just a start. You've got a good base t work with though, but you shouldnt try texturing it just yet. Atleast if itwere me I wouldn't texture it just yet.:)
06-06-2004, 08:08 AM
Your user name.. from Foo Fighters perhaps?
Ok, about your model:
Elvish alright, good start. But I would not go for texturing yet.
His/hers polygon flow needs quite a bit of work. I mean directing the flow of polygons to follow muscles under the skin. You end up with sort of loops in your model, edgeloops. Anatomy book helps here. Also maybe you should go and collect some referenses from the real gurus in this area. Good place for that is Spilaroid Forum, run by no other than Bay Raitt.
I have done some image-harvesting myself. I really needed to look at some referenses. Included image is from a discussion at CGtalk. They chatted about what would be ideal base mesh to work on from. Included image is one of those and it is not mine.
Good thing about right polygon flow is:
- it works well in animation
- you get more defined features with less polygons
- you learn a lot while messing about and trying to get it right (at least I did)
- your future employer likes it :D
Other comments.. well, edges of his mouth look like a real problem. Too many edges coming into one spot. From what I can see ears look good to me. Make rest of the head as good and you have a great model :)
Go for it!
06-06-2004, 10:49 AM
I see your using Maya, if you don't want your model to have all those dark patches, do an edit polygon/normal/set to face
it'll make all those darkened areas go away.
07-06-2004, 02:27 AM
iron boot : yeah i did the nose, but eyes have to be modeled a bit more and i have to get some eyes in that holes :p
crowley: myheroh (from nowhere : my -hero -h)
i tried to make the polygon flows better, but its such alot of work so i could better start from the beginning. Next time i will sure do the flows. But for the moment they are quitte good i think...
danielb: tnx for the tip
tnx for replies and help :) i appreciate it (sorry for bad english)
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