Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
leonlabyk: cheers for that much appreciated i dont have z-brush or mudbox but i know theres a trial version of z-brush u can download so i might get my hands on that and take it for a bit of test drive thanks for the crit
a bit more work i closed his mouth like mastone said
i also enlarged the nose trying to show some more definition,
but im also going to work a little more on his nose try to give it some more definition i altered the under eye bone and also the cheeks to give them a little less puffyness tell me what you think
the pretty funny jr who i hope when i finished this animation none of them see it lol.
alrighty i think the face is coming along nicely but i know its going to be inevitable and it has to be done im talking about the hair (the fringe lol) i dont know how to do it i was thinking maya hair paint effects im not to sure ive hear a bit about shave and a haircut but i dont have it and like most plug ins for maya would probably cost a lot of money so if anyone has any tips i would love to hear them im in a bit of a pickle
I would use nurbs to make the hair then make curves form the surface, then attach paint fx hair to these curves, you can then adjust the nurbs surface to style the hair
Dont bog yourself down with PFX right now. Make a nurbs plane with some divisions in it, then duplicate and adjust to fit the head. Then you just need to make a hair like texture, this will fit straight on with worry about uv placement. Nurbs have condusive uvs (which will follow the mesh direction where ever its pulled) and are ideal for these situations
Originally posted by mastone If your going for a cartoony look you can also use poly or alpha hair
i second that:attn: also you mentioned in your first post that the emo guy loses the front of his flopy hairdo, so using alpha hair would be ideal beacuse all you would have to do is make a slight change in the alpha hiar and it would look like the tip of his hair is missing, sorry if this isn't making any sence ,
cheers guys that gives me a few different directions to head in ive played around with alpha hair before but the nurbs curves with painteffects hair i havn't so i might test them both out and see which one best suits this project.
thanks for all the help guys its been priceless
ok guys getting closer to final topology i believe i joined it all together just for some quick test renders to see the overall look and i may still give that whole z-brush thing ago.
this is just a smoothing test to really see if its worth jumping from level 1 to level 2 smoothing because of the really high res models when on level 2
correct me if I'm wrong, but I do believe that Zbrush will allow you to simulate the look of an intensely high poly count model while still using a relatively low model.
If you are using the character only for your video, and are not concerned with any possible render time differences between low and high poly, and the unwrapping/texturing of it than why not do the most smoothed one?
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