For data and imaging visualisation, not know what to expect of the module to start off with. For floating city there was a degree of fear that came up with it. When it comes to Maya Having no confidence in it whats so ever with my previous animations not assignments not being amazing to any standard! This was heavily reflected in floating city. If you were to look at the amount I try to do the with software compared to others. I clearly didn’t want to touch it! However once it got the head model where I could focus on it myself and spent two months with it and the software; I finally got to the stage with the software where i could appreciate it for what it was.
My time management with the overall module was okay to begin with. For floating city there was an even enough balance between this project and other projects. However this was due to some of my team members being in my group in both modules so there our group was understanding when things needed to be done in other projects. For my head model initially however due to my poor time management after the Easter break,the head model was finished a day before the deadline. Honestly this should have been finished earlier.
Through the module, there were lesson to be learned. Thinking of the head model, learning that all models need a great deal of planning and the topology of the mesh is important. It’s not just how it looks instead of worrying over the details I’m gonna sort out my time management because at the moment there isn’t one! Thinking back to floating city, what is to be taken from it is to take more risks and dive in a lot more. I wouldn’t have learnt what I did by staying with research and drawings in my book. That was definitely a big flaw in my approach to the module.
So as you can see , there is a lot to learn but to finish off because I feel like I should show more of the topology of my head model. Heres more of the head model…UNSMOOTHED AHHHHHHH!
So the head model is “finished” Overall I think I am happy, I could have spent a lot longer sculpting it but then it would never get done in time. I was so happy that at least it looks like a face and the topology is somewhat organised. To show the how it looks smoothed and in it’s raw form here is a comparison:
Here it is a playblast of the model, just doing a rotation show show all parts.
Definitely looking at it now I would work a lot more on the eyes and lips and possibly retouch or remodelled the bottom of the nose however since its about the topology I think its okay to say job done.
So at last the finishing touches, Where I left off was finishing the ears. At this point I flipped over the head and it looked like this:
Now clearly it doesn’t look like me, my chin is too pointed and i seem to be missing a jaw. My nose is wrong, there are various reasons but we will settle with just wrong. The lips seem too stretched and the eyes look sunken in; so as you can see I have some work to do.
I looked into the sculpting tools to be my saviour, I found some of them to be too extreme or just not helpful (with my workflow) so I just used the general sculpt tool where I increase/decrease the size of the vertices and smooth all in one tool. Attempted to fix the nose and trying to fix the mesh along the way I got to this point. It looked to me pretty decent on an angle, using my other reference photos to help however one I went to the front view I was disappointed.
The back of the head and eyes were a mess at the nose was not working for me, I’ve mentioned a few times that my nose is really annoying because it s not aligned with my face and trying to replicate it on this model has been very frustrating. So the smooth tool definitely was my friend when I was trying to balance the mesh out.
At this point I thought I was finally getting somewhere and by asking my dad was much needed advice here was the things I need to tackle.
Fix the form on the lips, in the image they sit out more and are slanted at the sides. Focusing on the upper lip for volume
The bridge of my nose needs to come in
The sides of my face go inward where there is a fall off to the ears
The top of my head should be more square instead of egg shaped where my shameful forehead must be bigger. (cries)
The eyes need a bit of work, softening lines and plumping up parts so i don’t look old
I wish I took more screenshots but if that was the case you would see the head model change every few minutes. A lot of tweaking and undoing what I was tweaking on loop.
I found not only using my reference images helpful but my drawings as well to feature out particular nose and lip shapes. At this point and I felt as if the top of my head and the jawline were forming. The eyes still looks weird and the theres wrinnkles around the top lips that are a no but continuing to fix them as I go.
After a lot more re working I think i felt the end draw near! Doing the last tweaks and touches ups before I just give up and call it a day! [I would like to point out i’m not working on the smoothed view, i’m constantly flicking between smooth and unsmoothed but for the screenshots I went for smooth. ]
And here it is, I think it looks like me. The nose has improved from the first image a lot so that’s a plus and I like my jaw line. The topology looks a lot more clean that it was two days ago so overall I’m pleased!
Attempting to back into the ear i thought maybe going off someone different tutorials may help if the Digital Tutors one was confusing me. I asked the class (and Edward Boyle) and kindly I was given tutorials on how to construct an ear.
How to Model an Ear – Low Poly to Intermediate 3D Modelling Tutorial – Box Modelling
Head Modeling Maya 2015 Part 05 Ear
However looking at the tutorials, seeing that they are all done different ways. Some are box modelling and others requires me to remove geometry from the head. As helpful looking at all these tutorials were, i decided to go back into my old tutorial to finish off the ear.
By starting over the ear again I was able to get the ear done much quicker and found out I had forgotten to merge vertices and in places where the ear and head join and split some triangles so they form quads. However I still have triangles at the back of the ear but I think working on them bit more will enable me to have less deformities.
At this point I am aware of the topology and organisation of the head is sloppy and needs fixed. However with that still in mind I’m starting the ear and sorting out topology later.
When constructing the ear I can see how a lot of geometry can be built up in the ear. I felt at this point my ear may be off point or they may sit out too much.
Creating more geometry in the ear, I thought it was going okay. Looking at my ear i know the top is more curled in so later on i’m going to have to cater for that and my lobe is a bit bigger so will have to spread out geometry to cater for that. To create the details in the ear I extracted the face and began creating the edges. At this point the structure of the ear scares me. When making the ear initially I could see a lot of triangles forming. Eventually they turned into quads through the power of deleting and adding edges. However what bothered myself the most is the deformities behind the ear. There was a lot of geometry gather in these parts and poles and triangles that didn’t seem right. I know triangles and poles are unavoidable especially in the ear however in this case there was too many.
At this point I know I have done something wrong. All face models are different but comparing my topology to Paul Conner’s, I definitely know I’ve not paid attention. There were faces where the normals looked switched and overall it looked a mess. You could look at this and find a solution but my brain is currently tired and confused. One that note I will start again!!!
For the nose I started extruding the bridge of the nose out, bringing edges from the cheeks up to the nose and starting to create the nostrils. By bringing in an extra edge loop this can create definition for my nose. At the moment I notice that my septum is quite thin and when I flip over the face I know it is going to look odd. So I need to remember to sort this out
To finish off the nose I needed to create the inside of the nostril. For this I extruded edges and brought them up inside the nose. By actually seeing a nostril and not just a hole makes me feel so much better. Thinking of parallel lines I’m aware things do need fixed so will have to at some point (actually!!) re organise the mesh. This may solve some of the skin creasing the way it does.
Doing what I forgot to do I looked at muscles in the face and how they move. I tried to find some video on the face moving but turns out theres not many of them (at least of what I could find) The best I could find was the one below however there is very little movement.
Looking this and their placement made me think about the placement of poles. In the series of tutorials i’m doing on Digital Tutor, poles are placed in certain areas. Now seeing the facial structure I can see why. They re put in places with no muscles, (mostly) allowing for less deformities.
Thinking of all the edges loops in areas we can see why a lot is needed for the eyes and lips. The Orbicularis Oris Muscle (muscle around lips) and Orbicularis Oculi Muscle are in the areas of where that geometry would be. Orbicularis meaning “a muscle made up of several layers of fibers passing in different directions” – “Medical Definition Of ORBICULARIS ORIS”. Merriam-webster.com. Web. 14 Apr. 2016. We can see why poles and triangles are forming in these areas. I have to say its nice knowing why there is so much trouble with these muscles.
Overall looking at this has helped visualise a lot more of why the geometry in my head model is the way it is.