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Maya

Week 5

This week we worked on face modelling. We downloaded a free face model and learnt how to use quad draw to draw geometry around his face, and mould it into our own face model. I started by using quad draw to draw the geometry around the eye to create the eye shape, and practice using the tool.

For a while, I couldn’t adjust the shapes and change the geometry. After I asked for guidence on this, I simply had the soft brush on and had to turn it off by pressing B. This was a very simple mistake but if I run into this problem again, now I know how to solve this.

I started building up the geometry on the full face.

Most of the geometry completed

I kept running into areas where I couldnt complete the geometry without making triangles, and I needed them all to be 4 sided. However, with a lot of trial and error, and fiddling around with the shapes, and creating more or less edge loops, I completed the geometry on half of the head model. I used the relax tool to smooth out all the geometry which proved to make much of a difference and a benefit.

Next, we had to line up the edge and the verteces at the halfway mark so it was level. For this we switched to top view, and selected the end verteces and scaled them inwards to create a level halfway point. Then, we mirrored the half on which we applied quad draw to, switched the the smoother view (3), and I was suprised to see that the nose was almost completely hollow, and it just didn’t look detailed enough.

Work from home

I figured at home this might be becuase my geometry wasn’t detailed enough, as I deleted edge loops to ensure no triangles were included. Also, I hadn’t covered the nose in detail round the nostrils, and I needed to make the eye almost completely covered to create the eyelids. I worked on all of these improvements, then followed the same steps of leveling the halfway verteces and mirroring, and the result was much better, with the details I wished to be included present now.

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