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25 February
2003 (Tuesday)- Day 11
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Well
there's absolutely no reason for this image, except for you to see
where I'd got to last time.
I didn't
have much time this evening, but I was itching to get on with doing
some more modelling (the head is always my favourite part of modelling
a creature- it's where the natural focus is of the image and of
course the most defining feature of character.)
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The usual
pattern of tweaking and refining, splitting polygons and moving
vertices. I'm suddenly very glad I took the time to write
the SmoothReference script on Sunday. I suspected I was just being
"lazy" when I wrote it, but now I realise that I can use
the "relax" modifier on vertices in the base mesh.
Why couldn't
I before? Well, before I'd either have to run an edit mesh modifier
on top of it, or collapse the whole thing back to a poly object
and do the smooth reference thing again. I don't like stacking modifiers
- it slows down the work process and interface.
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I also
don't like working with meshes; I work solely with Poly objects.
This is probabbly due to my Maya workflow, but I find a better
range of tools available in Max for Polys than Meshes.
So,
now that I've scripted the setup of SmoothReference I can use
tools like relax, delete the reference object, select the base
object and instantly have a smoothed copy with relaxed
vertices.
Must
still look at automating the window splitting/focusing.
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A few people have been
asking "what's the best way to avoid generating triangles?"
Well, it's always a bit tricky and sometimes downright impossible.
It's almost inevitable that you'll end up with one or two triangular
polys in a more complex object, but try and either keep them hidden
in a fold or make sure it's in a part of the object that won't deform.
Another tip is to avoid
using Meshes (I work with 5.1, polys only), another trick is to
select Rings and split them.
In Polygon mode, select
an edge, then slect Ring:

(mouse-over
the image on the right)
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Mouseover:
Ring selection
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Once you have your selection,
just select "Connect" - easy :)
Ring selection is a lot
more familiar to modelers who are used to working with nurbs (I'm
not a fan of nurbs, however!). It has the advantage of creating
ONLY quads via a quad selection, but you will need to manually refine
(or relax) vertices along the split, otherwise the final shape with
start to become a little boxy. This is not due to the 4-sided polys,
but that connected edged are linear.
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| I'm
happy with the larger propotions of the head, so it's time to add
some character. Cuts, bumps and scars.. I'm only going to model the
larger features for now, the smaller details can be added with a bump
map later. |
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A little more detail,
some eyes (the eyeball is a separate sphere) and it's getting late
again for me. Been working on this about 3 hours now, but I've other
things to do.. bugger.
At least there's a few
more "fun" things to work on next time (inner mouth, horns
and spikes...)
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A quick set of teeth
and a test render:

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