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-desade2009
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what's the best (read "easiest"  method for head modelling?
i tried nurbs splines long ago....connected with U Loft, and i didn't know enough to edit it afterward...still don't....plus i find editable poly much more flexible editing-wise...
but even with that, it took me nearly 2-3 days (and 2 MeshSmooth iterations) to create the head i've uploaded... is it just a matter of practice?
what technique do you use, and how do you go about it? do you have to keep all polygons 4-sided etc etc?
Cogito, Ergo Sum
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first thing you need to watch out is your topology, no loos ends, no ngons and triangles, only quads, that's becouse (never learned how to spell that word...) when you apply a mesh smooth modifier your shading will be all messed up on that triangle, same think with quads, but that's just basic stuff.
There's no "best method" every one of them is good, only thing is witch one works for you best.
You can go and try a spline approach, basicly how i would do it is, open my reference images in photoshop and paint some basic topology lines, like the eyebrows, nose lines, mouth lines and shapes, then step by step paint your topology grid all over the one side of the head, only on front side, that way when you load up your reference in max you already have basic topology lines setup and just draw your splines over them.
Another method is box modeling..
There's enough of good tutorials on organic modeling and topology so try to google them, i'm sure you'll find something usefull.
And do post your results
The secret of creativity is knowing how to hide your sources.
-Albert Einstein