Friday 22 February 2008

Etude One (1) - Final Concept and Modelling Techniques

For the final concept I decided to simply draw them out in direct reference form for ease when modelling. I created an image in colour based on my reference templates to help accentuate the form of the face e.g. cheeks and act as an additional reference. (Below)




In terms of modelling the character's head I am looking into methods other than fundamental box modelling which I'm accustomed to. Other techniques I have discovered for use in 3DS max include spline modelling and patch modelling. There are several creative practices that I am aware of such as analysing muscle structure and topology as well as reference planes and the two modelling techniques mentioned incorporate this as utilising reference planes with orthographic projection of a character design is key in accurate modelling. There are numerous tutorials that cover the afore mentioned modelling techniques. The first technique I explored was spline modelling which involves creating a line and generally following the edge flow topology or muscle structure and form of the face. These lines will later be converted into polygons and further edited. Tutorials and books I discovered to elaborate on the area of spline modelling focus on the subject of muscle flow and facial muscle structure as detailed character modelling is dependant on this area as a basis of creating accurate head models.



Above image - Available at: http://www.free3dtutorials.com/beginners/3d-max/organic-modeling-part-2.php
[accessed 21 February 2008]


Above image - Available at: http://www.free3dtutorials.com/modeling/3d-max/head-modeling-using-spline.php?page=2
[accessed 21 February 2008]


Many tutorials on face modelling show how the muscle flow is important in establishing facial form and creating the foundations for animating expressions.

Below are my edited designs with muscle flow topology drawn on for muscle modelling reference.





In terms of keeping the character's model low in polygon count books such as "Modelling a Character in 3DS Max" are helpful in showing methods to keep the poly count low by keeping facial features simple.

Additional references used:

(Steed, P., 2001. "Modelling a Character in 3DS Max", Wordware Publising Inc, US.)

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