Before I get started
today I just wanted to help clear up couple of things about the
Reference modelling technique I use. I've been asked in many emails
recently to explain this, and it's really very simple;
1) Just
take the original low poly model and make a cloned reference
copy. (keyboard CTRL-V)
2) Select
the reference copy and move it far off to one side. In
one window press (keyboard F) and it will focus on it in that
window. Press F4 and it will get rid of the Wireframe.
3) Now, to the reference
copy, add a meshmooth modifier. Remember
to set the amount of iterations (1 will generally do, 2 is closer
to the render resolution, but becomes slow to work with)
4) You can now edit
the original object (with wireframe) in low resolution in one
window and see the perfectly smoothed result in the other.
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One common problem for
people working with this method is they get a lot of crossover and
the mesh soon becomes very confusing. Even for the person who made
it.
Crossover is generally
caused by people thinking in the wrong way. It's all too easy to
think of the vertices and edges as being controllers on a rubber
sheet. While it's possible to get the correct end results, the base
model becomes incredibly distorted. Try not to think of the surface
as being elastic and instead model the curvature.
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Here's an example illustration:
the wrong method (above) involes pulling edges across surfaces to
stretch the curve. The correct method (below) adds a chamfer to
the edge of the curve. The end result is identical, but there are
no crossovers.
It's sometimes easier
to cross over, but just remember that it's not nescessary.. It's
always possible to model it without, and it will save you a lot
of trouble later if you model correctly.
Especially when
texturing!
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So finally for the head..
As I mentioned before;
I remembered to print a paper copy from work on Friday. I've now
got it sitting at the side of the monitor on this "bookchar"
thingy I bought last week from a bookshop in Oxford. It's a kinda
tabletop "lecturn" thing that's marketed for people to
be able to eat their breakfast while this thing holds your book
open. Okay so that's cheesy, (and I felt stupid for buying one)
but it's incredibly useful for use with reference books. I've tried
these "page-holder-monitor-clip-things before and they simply
can't handle big heavy books.. this one can though.

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The first thing I do
is create a tube - the head is more cylindrical than cubic in nature.
Because he's got such a huge jaw/mouth I model it in two halves.
From the original cylinder
I bevelled in the core to create a mouth and cut it in half..I used
"connect" on the interior edges, then "capped"
the hole. The last thing I did before mirroring this half was to
split the new cap polygons (manually, using "cut")
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(mouse-over
on image)
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And you see here the
rough cut of the model is starting to make a little more sense.
I've deleted some of
the earlier "capped" faces that will become interior to
the head and then I attached both halves together.
Once the I have one
solid object I select face sub-object mode (Keyboard, 4) and create
new polys in the gap, to create one solid object.
When creating
a poly, remember to click on the first vertex again for the final
vertex- this closes the shape.
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| Stupidly,
I forgot to make the seam along the edge align with the x Axis. I
remember something I heard during a seminar at the Nvidia thing last
week (cheers Steve!) :
"Always try to model
shape divisible by eight; this ensures that you always get a symetrical
shape on either axis for cutting,cloning mirroring etc."
"Yawn, c'mon"
I thought.. "isn't that obvious?"
Well, obviously not,
because I screwed up here. I want to make this thing perfectly symetrical
to avoid screwups later. I use my Vertexplacer script again and
place selected vertices on X=0.
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(mouse-over
on image)
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I spend the next few
hours writing Max scripts. I'm still new to scriptwriting, so I'm
having loads of trouble -and getting nowhere fast. I basically want
to automate the setting up of the "smooth reference" process
on [selected object]. I've got most of it done easily; it's fully
working now, except for the layout. I can't seem to find a way to
script layout changes (two panels, side by side, perspective views,
focused on each object individually.)
any email help would
be greatly appreciated
It's getting late in
the day, so I just run the script and manually change the viewports.
Note: I've added a symmetry modifier to the meshsmooth stack on
the reference object.
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I won't get the head
modelled today, but I will set it all up so it's fun to work on
next time: In this case it's just a matter of pulling vertices about
and the occasion splitting of polys to get a good approximation
of the final shape.
It's good to leave it
alone at this point anyway and come back to it with fresh eyes another
day.
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