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Showing posts from January, 2017

CG Character Cont'd Development 8

Session Notes Continuing on from last night, filling in the remaining empty area of the skull and connecting it to the face mesh. I contemplated on the visible triangles on the side of the face before I connected my existing ear from the old nomad head mesh. Furthermore, I later imported the old nomad head and combined it with the new face in order to visually understand how the topology lines would connect and form around the shape of the head. I also created this fusion of the new and old head in order to serve as a Frankenstein backup should my current progress with the clean new head take longer to model. (figure a) Figure A In addition, there was a slight error of the old imported ear not displaying the smooth preview. Thus, in order to solve this issue, the model history was deleted and I combined it with a cube in order for Maya to think the ear mesh is a freshly created cube with no errors. ... References By Sebastian Jones

CG Character Cont'd Development 7

Session Notes After frustratingly contemplating on the changes James Taylor made in his tutorial. I decided to stop attempting to match my character head to his exactly and simply use his steps as a guideline instead of a rule. Furthermore, drawing the final moments of adjusting the upper vertices of the face. James Taylor interestingly makes use of a sphere to form the shape of the skull. However, as adjustments were being applied to the sphere's vertices. I had to grudgingly repeat my steps since the edge lines of the sphere did not accurately align to the face mesh. (figure a) Figure A In addition, to those issues, I had to reacquaint myself with the soft selection feature which allows me the flexibility to move the vertices of a mesh fluidly compared to the standard rough and cut movement. Figure B However, the soft select feature was incredibly tedious since I had to change the "Fall off Radius" settings. Meaning the area in where I could drag the

CG Character Cont'd Development 6

Session Review Still continuing with the new character head, I am starting to finally form a face. Though, the reason for theis new head consuming allot of time wad due to other projects and this time making sure I keep track of the topology and make sure it is simple and the lines are easy to follow with the eye. I presumed I could connected the other vertices until I had the viable option to fil the squre hole in with eh"Fill Hole Tool".(figure a) Figure A Moreover, II compensated by using the bridge tool to fill in spaces for the face instead of the "Fill Hole" tool in Maya 2016. (figure b) Figure B In addition, to filling in the rest of the empty parts of the characters face, new tols such as the "Edge Ring Tool" brought up by Ctrl Right Click and was apparently necessary to link the laugh line around the mouth together. However, as I proceeded to fill in the majirty of the empty holes int he face an error occured as I tried to