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Showing posts from November, 2016

CG Character Cont'd Development 4

Session Notes Reluctantly resuming progress with the modelling of the new head. I have only just discovered that shift right click grants me quick access to useful tools throughout the tutorial such as "Multi-Cut" and "Connect Components". (figure a) Figure A The following week later I proceeded to craft the vertices of the eye cylinder and forming the outer circle of the eye the "Oculus Orbit" was tedious (figure b) . Since my side reference was not completely accurate despite my measurement lines aligning perfectly in adobe photoshop. Figure B Moreover, after slowly transforming my cylinder into an eye I was confused once I had to refine the edges with the "Crease Tool". In order to smooth down the inner eye-ring, I had to drag the middle mouse button while the crease tool was selected. Also as a small temporary note, I will make sure all of my written production logs are coherent and readable once each project is brought to...

CG Character Cont'd Development 3

Session Notes Resuming progress with the new nomad head model. I finally adjusted my reference image to have accurate measurements for the eys, nose and lips in order for me to accurately use the tutorial and model a geometrically clean head. (figure a) Figure A Furthermore, during the past sessions of creating the old nomad model I found the tutorial by James Taylor to complicated to follow although using cylinders to create the eyes and mouth area is a faster and more efficient approach to creating a loy poly character head. (figure b) Figure B Interestingly as I slowly adjusted the vertices for the second cylinder to form the lips. The multi-cut tool (figure c) as used in James Taylor's guide, was extremyl efficent at creating intricate edge loops. Figure C However, I had to delete some o the additional vertices the tool created and simply reconnected the vertices together in order to form a clean line with three verts on each lip line. Referances https...