Inspired 3D: Constructing the Inspired Character — Part 2

Continuing our excerpts from the Inspired 3D series, Tom Capizzi presents an in-depth character construction tutorial.
Posted In | Magazines: VFXWorld

[Figures 23 & 24] Additional geometry added at the corner.
[Figures 25 & 26] A model with two rows of controlling polygons.

    3. In Figure 23, additional polygons were added at the corner. This allowed the smoothing operation to behave more predictably in Figure 24.

    4. In Figure 25, additional rows of polygons were added along the edges. Notice how the highlights on the edges are confined to the two rows. In order to control flashing, a large face on a polygonal model that transitions into a smaller face must be separated by two rows of polygons. Figure 26 shows how the additional rows give the smoothing operation more control.

The areas of the face that normally require additional work are the ears (Figures 27 and 28), eyes (Figures 29 and 30), nose (Figures 31 and 32), and mouth (Figures 31 and 32). The details range from major reconstruction to the simple addition of a polygon row to sharpen the area just a small amount.

 

[Figures 27 & 28] The low-resolution ear (left), and the high-resolution ear (right).
[Figures 29 & 30] The low-resolution eye (left), and the high-resolution eye (right).







Comments


dear sir, i am visiting this site for the first time..found it very helpful for budding animators like us..thanks.. pls do keep ur help for us.. thanks venki
bellapu venkat (not verified) | Wed, 03/10/2004 - 01:00 | Permalink

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