Tuesday 22 January 2013

Head Modelling

This term we have began organic modelling in Autodesk Maya. One of the main key things I have to remember is to ensure that I have is a nice/clean topology, and I have to think of this piece as though it is in the middle of a production pipeline - so essentially where is it going next? It will have to be rigged in an industry, so I must make the model 'Riggable'. Which is why you can see in order to retain proportion throughout the modelling process and follow the muscular and skeletal structure of the real human head been made from the reference image plane's, it is important to keep to this, to ensure that the rigging stage will be made ever so slightly easier. The first couple of time's it is tricky just to remember and grasp hold of everything as it's a relatively new process; but nonetheless it can be done with ease the more time's it is done. 



A front on view. 


Given the 'Smooth 3' treatment...


Side on view. 


Now it's on to character modelling...

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