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Face tutorial from MDB101 :D
Posted: 12 March 2008 09:10 AM   [ # 21 ]
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Hi Ivan. Good question! I’ve been wondering about this for a while too. Some people are adamant about the quad-only geometry when using meshsmooth, while others don’t seem to care. Among the latter, Steven Stahlberg, whose human models are incredibly realistic. I’ve even heard of other ways like each vertex connected to four other vertex !? (I can’t remember how it’s called)

Oh, and very nice model btw. You’ve done a good job!  smile

 
 
 

Posted: 12 March 2008 10:20 AM   [ # 22 ]
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These tutorials are amazing! I wish I could try following them but I can’t use keyboard shortcuts at all for switching viewports or working with vertexes and connecting them so fast.
Anyhow, I have a question. Are your images quite large? And if you model this way, later on, when you have to attach the head to a body and all that, rig the character and animate, wouldn’t that be.. rather heavy or even impossible to process?

 
 
 

Posted: 12 March 2008 12:11 PM   [ # 23 ]
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Hi Cap,

Thank you, is not that bad (my model) but there is a lot to be done.
It (She) will be a women but is still to “round” anyway it is a work in progress and I will post it here if I finish (?) it. The main goal of this (my) endeavor is to try to create a topology, that is not a kind of a balloon, but take into consideration the structure and anatomy of the human head. Not sure whether I will be able to achieve it.

And because you took the time to answer me here is another question: (See Attachment)

There is a concave quad there, is this that bad if the tessellation is “correct”, do you know this answer? smile Thank you!

ivan

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Posted: 12 March 2008 12:49 PM   [ # 24 ]
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As long as you don’t get those shading artifacts, I suppose it’s ok.. From my rather short experience, I’d say it’s the thin elongated polygons that tend to create problems.
But I do try to make all-quads models. I’m not sure why. It seems intellectually satisfaying. My problem is mainly that I tend to make to much geometry. I started to model a character two months ago and stopped after the face was done (the topology, not the tweaking). Too many polygons.
One the other hand, I thought my ear was over-detailed. But when I saw Eugene’s, well, it’s about the same. And it was my first model! Not too bad, hehe…

To 平沢感覚: (I hope I got the spelling right...)
You can create your own shorcuts, no matter the language settings used on your computer (or so I was told).

 
 
 

Posted: 18 March 2008 08:47 AM   [ # 25 ]
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Hey guys, thnx for the questions there, ill awnser them as soon as I complete the last vid tutorial. that will be posted very soon smile

heres another part of the video tutorial on attaching the ear to the head.

One more to go after this and that should conclude ma vid tuorials cheese

Joining ear to head video Tutorial: (might take awhile to load up, let it sit)
click on the link

 
 
 

Posted: 18 March 2008 10:39 AM   [ # 26 ]
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And about time !  ...just kidding ;)

Personally, it helps me a lot to see how an experimented modeler solves problems on the fly. Thanks again, Eugene.

 
 
 

Posted: 19 March 2008 06:19 AM   [ # 27 ]
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MDB101 - 18 March 2008 08:47 AM

Hey guys, thnx for the questions there, ill awnser them as soon as I complete the last vid tutorial. that will be posted very soon smile

Thank you in advance, for that Eugene!  smile

ivan

 
 
 

Posted: 19 March 2008 10:14 AM   [ # 28 ]
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I am just curious… but would I be able to work through these tutorials in Viz?  I am very intrigued with all the images I see and things I read in this discussion.

Ryan Muenchow
Viz 2008

 
 
 

Posted: 26 March 2008 08:01 AM   [ # 29 ]
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last update guys smile this is the part where i close it off and finalize mesh proceedure etc etc

Hope yah all enjoyed watching hehe smile

Finalizing the base cage video Tutorial: (might take awhile to load up, let it sit)
click on the link

 
 
 

Posted: 26 March 2008 09:14 AM   [ # 30 ]
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Well, thanks a lot for this series, Eugene. I learned a lot of important things, along with some niftry tricks (like how to easily reorganize the topology without changing the base geometry).

Hope to hear from you soon with some unwrapping/texturing tuts (and possibly some face rigging?)

Cheers. And thanks again.

 
 
 

   
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