Sone-One opened this issue on Feb 01, 2002 ยท 13 posts
Sone-One posted Fri, 01 February 2002 at 9:29 AM
cloudedInMystery posted Fri, 01 February 2002 at 10:36 AM
Attached Link: http://www.erc.msstate.edu/~camen/thehumanhead/home.html
Well, it is generally best to start modeling the eyelids and surrounding areas; then move on to other prominent areas (e.g., mouth) and so on.When modeling, it is a good idea to follow the muscle structure of the face. I included a good resource for this; just check the URL for detail. Try finding some muscle reference on the 'net, it'll come in really handy.
For your model, I'd suggest starting over and trying to follow the muscle structure.
Sone-One posted Fri, 01 February 2002 at 11:42 AM
thanks for the link...its great im confused now. and a bit frustrated. dont know where to start....and where to proceed....narf....dont know what to do at all sorry didnt want to bother you thanks at all (btw you're doin your modells with nurbs right?)
cloudedInMystery posted Fri, 01 February 2002 at 11:55 AM
No, I model in Lightwave 3D, which is a sub-division poly modeler.
corblet posted Fri, 01 February 2002 at 11:58 AM
Since it's a cartoon-ish figure, you could get away with a quick solution: 1. copy the eyes and enlarge them a tiny bit 2. make a cutting plane and slice off the lower halves of the new objects 3. if desired, boolean subtract the eyes from the new 'lids' to give a curved inner surface There'll be a seam around the top of the lids, in a 'toon' face that might be okay. If not, I would reach behind the eyes, grab the mesh, and pull out enough to show on top of the upper eye halves, then futz around the control points to fine tune it. You could also go with the above method and do some fillet smoothing to blend the lids in. GL! Mark
Sone-One posted Fri, 01 February 2002 at 12:02 PM
are you doin it with box modelling method or are you creating polygon for polygon? i think second...am i right?
cloudedInMystery posted Fri, 01 February 2002 at 12:05 PM
I generally do it poly-by-poly. You could also do it with Splines. Box modeling makes it a bit harder to get the muscle structure right.
Sone-One posted Fri, 01 February 2002 at 12:07 PM
thanks mark...i ve been thinkin of doing it this way
corblet posted Fri, 01 February 2002 at 12:10 PM
No prob. If you don't plan to animate the lids you can get away even easier. Just pick the top half of the eye and extrude it a bit, adding some points if necessary to give a clean ridge for the lid's edge. Cheers! Mark
Sone-One posted Fri, 01 February 2002 at 12:12 PM
yes i thought so....thank you for your input!! my thought has been to box model this one, cause im new to modeling...i love renderosity for the professional people can be found here. thanks thanks thanks now i am not frustrated any more =)
Sone-One posted Fri, 01 February 2002 at 12:17 PM
yes thats the problem...they should be able to be animated im not doin this for any special project...its just an exercise. but i want do get into modeling for film production someday
corblet posted Fri, 01 February 2002 at 12:22 PM
Cool, hope you make it. Make a second set that isn't cut in half for the closed lids, then you can easily morph between open and closed to get the complete blinking movement. GL! Mark
RuKus posted Mon, 04 February 2002 at 8:05 AM
Thanks CloudedinMystery. That is one of the most helpfull modeling tutorials I have seen. The funny thing about it is, It never even mentioned any use of software. But still, one of the best. Thanks again. -RuKus