Sunday 27 September 2009

Topology

After watching a tutorial (http://cg-india.com/tutorials/3dsmax_tutorials_organic_modeling.html) I finally attempted to produce a topology for the profile pictures. I first had difficulties lining up the key areas of the face (mouth, eyes, ears, and nose) on the two pictures. I realised after much panic that I hadn't used the Lens Correction efficiently within Photoshop.

The next worry was whether I was using too many quads within the topology. (With the constant thought in the back of my mind that using too many will lead to stretching when implementing the head within 3ds).

The circles in the picture below highlight the main cause for concern with the quads.




After gaining feedback on the initial topology attempt, I deleted every other line around the eye which freed up quads on the areas that I was worried about. I also found that I had triangles around the mouth on the topology. The problem with triangles are they pinch the area and make it difficult to edit. When this was pointed out to me I decided to redraw the area.

After producing something that would look more in place within a spiderman scene, I am happy with my topology attempt.



The next step is to place the topology into 3DS, I have had problems with this process. The quality of the viewports isn't matching the initial image quality so I'm not able to view the topology (as seen below).



By adjusting the viewport settings I was able to get over this issue. The problem was that 3DS was running in a different resolution to what the computer was set to.

The next step was simple, setting up the reference platesthat will become the source for which the modelling will be based upon.

No comments:

Post a Comment