Friday, 31 October 2008


For the lips it is the same method of the nostrils but for my face I found difficulties creating the lips as I had to change the lines.

After going through the tutorials I came to creating the nostril of my face, this is a difficult time consuming process. For this part I went into "edge" which is found in "Editable Poly", and then selecting the edges and the clicking on the scale button and the by holding down the "shift" button on the keyboard and I scaled them down so it creates more layers. I then went to vertex mode to move the edges around so it creates a flow of edges and then to have the edges flow I then welded to create single vertexes.

During this stage I also changed the vertexes around because some of the edges were not flowing around the nose area.

To close the nostril I then made a polygon by clicking "Polygon > Create" I then made new surfaces to close the nostrils.

I then was viewing my model in perspective and by clicking on the vertex mode I adjusted the tip of the nostrils. After this I then used the "extrude" tool that can be found on the settings section and giving a negative value in the dialogue box so it goes inside the nose and again after this I started to adjust the nose area again.

Now in the next stage I then started to form the eyes and the eyebrows and the cheeks. Here I found it quite hard because I did not create enough quad/surfaces around the main areas of the face and there were quite bit of distortion so I had to go back to my front view and then create so me surfaces and then going back to turbosmooth to see how it looks and then gaps were forming and other errors occurred during this process so I kept going back and forth to correct the lines and try making them all flow nicely and smoothly.

I then again started adjusting the points by either pulling them out or pulling them in. So it took me time to adjust the face and to see that I found distortion of the face during this process and then had to create new surfaces by clicking on "Element" which can be found in "Editable Poly > + > Element" and I then created new surfaces.

In this stage I am on stage 5 of the tutorials. In this tutorial I was taught how to create a symmetry of my face rather then re-modeling the curves all over again for the other side.

There are many ways to clone/mirror the image, by clicking the mirror button on the top of the tool bar I can choose which axis I would like to mirror and then after when I adjust anything it will "mimic" on the other side.

Another way is to click the face and then right clicking the mouse button and selecting "clone" and again I have a choice of three options, Instance/Copy/Reference.

The way I used was I selected the face and going to "Modifier > Symmetry > Flip" to move the other side I click on the "+" button next to symmetry and then highlighting mirror and then start to move the face. Here I would like to mirror the image by allowing the mirror to sit on the nose.

After pulling all the points out I then created a mesh, and used the "turbosmooth" which can be found in the modifier to see how it looks after the last stage.

Here you can see that my eyes are overlapping because I did not curve it enough and maybe some points were not welded together properly so there maybe gaps found.

I then went back to to vertex mode and then adjusted the eyes and the missing gaps due to triangles that were formed. For the triangles I then changed that points around and re-doing them using the "cut" tool that can be also found under "Edit Geometry".

This image shows all the points are pulled out and I again curved it using the topology lines so it gives a flows of quads and they all are meeting each other.

During the last stage I will also add that after moving the vertexes and then welding them all and then to make sure it was welded I then started moving the points around.

Now I will do a similar thing with the side view, firstly I highlighted the first line of vertexes in my front view and then looking at the geometry I clicked on "make planer" and using the "X-axis" only, this will straighten all the vertexes on the nose area. I now then went to my side view and then dragged the points out on the X axis and the pulling it to the profile of my side view. And I continuously pulled all the vertexes out section by section making sure all points are pulled out.

Here I have started to do my side reference plate, for this I did not need to create any more grids using the spline tool but I had to just pull the vertexes. But before that because the surface of the front reference plate is still flat I had to pull the vertexes out or even adjust some distorted lines that later may will be a nuisance to me.

You can see that here I have changed the flow of the the lines by curving it more by pulling the vertexes, and I did that for all the surfaces that I have created.


Here after creating all the lines using the spline tool that can be found in "create > shapes > spline". I then clicked on one of the quads and then went on the modify panel then clicked on the right mouse key and scrolled down to "convert to > Editable poly" this then creates a surface of the line and it has now become a single polygon. I then attached all the lines together that can be found in edit geometry.

You can see in the image that a surface has been created and to see the splines that I have created by clicking on the viewport name an clicking on edged faces to show those splines that were created.

For the next section which is creating the head I will be watching the tutorials that shows the processes of how to create a head. To start of when I started to create the splines following the topology lines on the reference plate I found errors that would effect my mesh of the front face so I had to go back to photoshop and re-doing my topology lines so it is more accurate.

I was following the red grid that is drawn on the reference plate creating quads so when it comes to pulling it out later it will be easier.

After creating the topology lines using photoshop I then opened 3D Max and then I set the reference plates to get ready to create a 3D model of my face using the reference plates.

This image shows how the reference plates are placed using boxes and then creating materials onto the box(images of me), and then I aligned the images:

After creating the two views next to each other and aligning them I then defined the topology lines on the reference plates. The topology lines are there just for guidelines when it is ready to produce in 3D Max, and also to allow me to have proper distribution to the faces so the target mesh can deform nicely.

Wednesday, 29 October 2008



For this I have created the two views of the pictures and then putting them together using photoshop. Here I used the first part of the tutorial that explains how to use the "Lens Correction" to adjust the height of the pictures and by using "transparency" and then by using the different layers to make the pictures of both views into a background.

Here I have also had to change the position of the left view of my picture so it lines up with the front view and for this I used the rulers in photoshop.

To start the character animation I had to start by taking pictures of the front view and side view of me. I then used the tutorial videos that was created by Eric Maslowski who talks about the processes of organic modeling in 3D Max in detail.