Wednesday, 20 October 2010

Conclusions

This 3D model project has been hard, difficult and a challenge. The time spent on working on the model just when so fast, one day I was working on my face the next day I was making the back of the head.

There was time where the model was no going right or that the tutorial videos we was following skipped parts out, but I overcome these problems by using my knowledge to get around these problems. My main problem was that I had to many strict reference lines then I would wanted and with more reference lines meant more polygons to play around with to make the head look like mine. Which will be something I look out for next time am making a 3D model.

Apart from a bit of problem I am happy with the final outcome of the model, because I spent a lot of time playing around with different tools, techniques and modifiers and pick up a lot of new techniques to be used in my next models. It was my fist time using the hair and far modifier but I like the outcome of the hair the way it blends in with the flat material hair and it looks like my hair when I have just dried it. I am most happy with the materials, in particular the texture of the skin and the likeness of the features to my own head.

Tuesday, 19 October 2010

Complete Head





Modelling My Face Step 13




I used the hair and far modifier to give my head some hair so that it was not be flat to my head, but I did not know how hard it was going to be, I speed over 2 hours just brushing and cutting.

Sunday, 17 October 2010

Modelling My Face Step 11 & 12



Using Photoshop I created a bump map to give the skin more depth. I then mix the bump map with noise in 3ds Max to make the skin more realistic by playing with the setting adjusting different values.



I then created the specular map to give the model its natural skin highlights concentrating on the oily parts of the skin like the nose, eyes, mouth and over parts.

Saturday, 16 October 2010

Modelling My Face Step 10



Next in Photoshop I coped the flatted UAV mapping to use as a guide to started adding the material to my head. I used a variety of tool in Photoshop including healing, patch and clone to merge parts of my face together.



My hair took a far bit of my head material and I thought the flat image would look unrealistic but it does not look too bad. Plus I was going to use a hair and far modifier to make it look more realistic and blending the flat hair.

Wednesday, 13 October 2010

Modelling My Face Step 9



Applying a checker material to the model displays clearly how quadrants will be treated once the skin is applied. Areas that are too stretched needed working on.


I used the UVW Unwrap tool to take the quadrants of the head and lay them out flat so segments of the original photo to be cut out and repositioned on a flat map. Some areas of the map needed to be altered as they were cluttered or overlapping. So I used the relaxed tool to move them in suitable positions.


I could not separate some parts of the ear because a group of polygons had welded together from where I had attached the ear to the head. To overcome this problem I had to go back and break up some vertices move and re-weld them.

Monday, 11 October 2010

Modelling My Face Step 8


For modelling the ear I had a problem and that was my hair in the photo had covered half of my ear. I could not make out parts for the ear so I had to guess where my ear was.

I modelled the ear by using similar techniques to the face. Drawing the topography in Photoshop then creating quadrants in 3dsMax which were then repositioned.


For the ear canal, I used the Chamfer tool which created a ring of edges that could then be pushed in to create a void.



After I had attached the ear to the head I then made the eyes by using spheres and then added an eye material.

Sunday, 10 October 2010

Modelling My Face Step 7





I now have created the face, the back of the head, the neck and part of the shoulders are next.Starting with a sphere, I got rid of redundant polygons and extruded edges to form the shape of the back of the head. It was a daunting task for me because I accidentally got rid of the back parts of the polygons that I need but did not notice that I got rid of them so I had made my own polygons.

I attached the head to the face I had already created but none of the vertices were joined up. So I had to individually weld the vertices together.

Thursday, 7 October 2010

Modelling My Face Step 6 Part 2





I used the same techniques as the nose to make the lips and the eye sockets by add more polygons and increase the definition to them.

Tuesday, 5 October 2010

Modelling My Face Step 6 Part 1




Next additional polygons have been created around the nostrils to give a more realistic form, by extruded the closed off nostrils to a negative value to give the effect of a nasal cavity. The nose will need tweaking more.

Monday, 4 October 2010

Modelling My Face Step 5



Once the right half of the face was created, I then copy it over. Although there are several ways of doing this, the symmetry function is the most suitable. After I used the smooth function to check that the polygons have reposition correct.

Saturday, 2 October 2010

Modelling My Face Step 4 Part 2


I then selected all the vertexes running down the middle of my face and made sure they all line up in the x planar so that it will be easier when it comes to symmetry.


I then started to pull the vertex out of the mesh of my face. Selecting the vertex I want on the front view, and then switching to the left view I move each vertex out individually to where it lines up in the left view of my face.

Thursday, 30 September 2010

Modelling My Face Step 4 Part 1



To create the mesh I used the line tool and made sure both settings were on creation method where selected corner. I also added the magnet tool to snap all the lines together to make and closed all line in to polygons.Sometimes the lines would not let me click where I wanted to so I had to edit the thickness of the vertex.


To convert the mesh into a surface I select a part of the mesh went to editable poly and attached all of the lines listed. I then attach all the edges to that I used the edit vertices (editable poly) to weld all the vertexes together.

Monday, 27 September 2010

Modelling My Face Step 3



I then added the modified images to planes in 3ds Max. The planes sit at 90 degrees to each other with the front face in the middle of the side face they will be used as a guide to build my 3D face.

Friday, 24 September 2010

Modelling My Face Steps 2


I then added blue lines in the protrusions and creases of my face as guidelines of contours and to give an idea of depth in the image and to indicate features.



Next I divided the image into polygons using red lines to represent the topology of the face and will serve as location indicators for the individual facets of the 3D model.