Friday, 31 October 2008

Week 6 - 3D face The finale

This week adding the skull, lips and eyes proved a tough challenge causing me to not be able to do more then I wanted. I would of liked to have done the ears and textured the face with a skin tone.

To start off with I encounter problems with doing the skull because I had the edge of my face shaped badly. This caused aligning the skull to the head to go badly wrong with a lot of dents and drooping skin in places making the face look very unreal although if my aim was to make the face look old then it may have some use. Even with a turbo smooth modifier

With the skull the neck also seems to point backwards as well as a hole that appeared with I was using the symmetry modifier and I was unable to correct because if I moved it or decreased the threshold then the forehead would go into a point or cross over through itself.




The lips I found easy once I knew what to do for them. Using the create tool to place vertex's and using the create tool with poly to make the surface the lips could be added to the rest of the face. I think they came off well although they may be a bit small in context with the entire face. The ridges needed into the lips could be softened since they seem quite deep but that could also appear on a normal face.
The lips have somehow managed to form a smile although during the mapping it was unintended, I think this happened because of the way I had done the curves in the face causing the lip edge to be raised slightly.





The eyes were simple yet were tricky to place. The eyes had to fill the sockets in each view to be effective and a simple sphere would not work. I took a sphere and stretched it until it was bigger then the socket and then tried to align it into the socket as well as rotating it so that it did not blotch out of one side of the eye. This had to be done twice because using a mirror or symmetry modifier would not put the eye in the right position.





While doing the eyes I decided to change the general colour of the face to a more fleshy tone and added a simple texture to the eyes just to give them some appearance.


Overall I have found this work to be good but found that there can be a lot of bits that go wrong with constructing it. I had a lot of difficulty with doing the topology and building the quads and because of it has to redo the face from scratch several times so that the face would fit and resemble a face. I am unhappy in some aspects on how the face turned out and that I ran out of time to add bits to it to make it look better. I think that more time was needed on the work so that it could of looked fuller and more complete as well as being able to hopefully iron out any of the dents and that with cause the face to look unnatural and disfigured.




Tuesday, 28 October 2008

Week 5 - 3D Face



This face was a result of not welding the quads causing the face to become misahapen and look bad. After welding all the points together the face became a lot smoother and with a smooth modifier looked good.




The nostrals took a while to get correct as the shift and scale method was not working so I had to pull out and weld quads to form the nostral. The nostrals also took a lot of shaping in the perceptive view so that it had a more normal shape and depth. Althugh I am still unhappy on how the nose in general has turned out especially from the front view. Along with the nose there are several other pieces I have noticed that I have wrong for example bits that seem to sag and a few random dents here and there.





Week 4 - mapping the face



Mapping out the face was probably one of the more straightforward pieces of the face though I did encounter a few problems. While mapping the side of the face I found that I did not places the points well causing the face to become rather jagged and pointy in places.

There were also a few times where I did not have enough quads in places causing the face to have some badly stretched and even some dented areas. To stop some of this I used the cut option with the editable poly to create more quads out of the quads that I had already mapped.
One last problem was that I had forgot to weld the points together which caused the face to always be jagged and mishaped.

Week 3 - 3D face quading


Quading the face I found very difficult, while going through the quading process of creating lines into squares for quading I realised that the quading I had done on the picture in photo shop was wrong. In the photoshoped quad image I had very jagged squares which were hard to quad in 3D as well as having quads which did not connect properly to other quads.

While trying to quad in 3D in took me several attempts to properly quad the face so that the quads resembled muscel groups within the face.

Tuesday, 7 October 2008

Week 3 YMCA

A basic storyboard has been created giving a general idea of how to proceed and what must be done. With only a basic storyboard there is ability to change and expand on certain pieces within the animation for example if a guitar for one of the 'characters' is changed from its original idea.

With deciding to make the letters on 'YMCA' into characters it makes an easy base of the animation keeping it simple and relevant. The letters can be easily made out of simple shgapes and then modified to give a more defined image making it easier and better to work with

Friday, 3 October 2008

Week 2 - 3D face


I have had many problems with the 3D face as I have had trouble reading which way the muscles would contract and move and without this the 3D face would look rigid and strange as well as obviously not function corrsctly. It is also quite difficult trying to get the muscles to join around the face instead of making it completely square.


Even with the mentioned difficulties I am finding this a fun activity and am looking forward to seeing the outcome of it.