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  1. #1
    Join Date
    Dec 2003
    Posts
    30

    Newby: first attempt at a head.

    This is my first attempt at a human head, it was modelled in Maya (I think it looks a bit like the footballer 'Thiery Henry?')

    box modelled, not sure about the lighting, as this is all very new to me.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  2. #2
    Join Date
    Dec 2003
    Posts
    30
    Here is a couple of pics of the wireframe for the above head
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  3. #3
    Join Date
    Dec 2002
    Location
    South Florida
    Posts
    399
    is this subD's, smooth polys or a converteed nurbs?? looks good
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  4. #4
    Join Date
    Mar 2004
    Posts
    77
    Nice!

    Could you post a screenshot of the mesh in its un-smoothed state?

  5. #5
    Join Date
    Apr 2002
    Location
    Iceland
    Posts
    918
    looks really good, what package did you use before you used maya

  6. #6
    Join Date
    Mar 2004
    Location
    Tampa, FL
    Posts
    10

    Thumbs up NICE!

    A newbie's first attempt at a head is very impressive. Keep up the good work!

  7. #7
    Join Date
    Nov 2003
    Location
    atlanta
    Posts
    71
    i think it looks cool did you use any tutorials and if so where u get it
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  8. #8
    Join Date
    Mar 2004
    Posts
    77
    I agree that your model looks very nice. BUT I do have a couple comments about the topology.

    First of all, smooth is a nice way to iron out the wrinkles and edges on a low-resolution polygon mesh. BUT every time you smooth, you quadruple the number of faces, which means rendering will really slow down a lot. You also make it almost impossible to add details like wrinkles, etc.

    In my opinion, you should focus on using as FEW vertices as you can. Then when you get the model to almost the right shape, instead of smoothing, convert the polygon to subdivision. This will give you a nice smooth nurbsy look, but without adding a lot of unnecessary vertices. You can convert back and forth between polygon and subdiv as many times as you want, making it very easy to see WHERE you need more detail!

    Your face looks really great, but if you ever try to animate it, you'd better have an extra computer or a friend at NASA, because it's going to take a LONG time (like more than a minute per frame maybe).

    Let me show you what I mean, with a couple examples from Steven Stahlberg (hope he doesn't mind me "borrowing" his screens!). The hair is obviously nurbs, so forget about that. But I think you'll be surprised at how few edges are on the face.

    He went from this:



    to this (converted to subdiv):



    Doesn't get much smoother than that, does it?

  9. #9
    Join Date
    Dec 2003
    Posts
    30
    thanks for all your comments, sub-d's is something I am yet to try, but you make very good points, I have not even thought about animating the face yet.
    I have used every tutorial I can find on maya.

  10. #10
    thinsoldier Guest
    Just wanted to let you know that I've been messing with maya for almost 10 months now and I have yet to make a human head that looks human. Congrats. You make me feel like poop!

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