Inspired 3D: Subdivision Modeling Techniques

How to create a high-res model through polygonal smoothing and other techniques are discussed in this third excerpt from the series, Inspired 3D.
Posted In | Magazines: VFXWorld

The areas of the face that normally require additional work are the ears (Figures 11 and 12), eyes (Figures 13 and 14), nose and mouth (Figures 15 and 16). The details range from major reconstruction to the simple addition of a polygon row to sharpen the area just a small amount.

Cleanup
Once the polygons have been split, sculpted, merged, deleted and manipulated into the model that is going to be smoothed, certain cleanup tools should be used. In truth, these tools must be used every time the model is going to be previewed using the subdivision method required for the model. These first tools that should be used are merge vertices and merge multiple edges. These will simplify the unseen entities that may be creating problems.

To do a final check on the model, you can use the polygon cleanup tool. You must use this tool carefully. Be sure that the model is inspected carefully before the results of this tool are accepted; this tool can cause major problems to otherwise usable models.

Hair
The original sketch had a baseball cap on the head of the character. This was an attempt to avoid what became a difficult process of making many layers of NURBS surfaces into hair. Many computer-generated characters use layers of NURBS surfaces to create hair. This character was supposed to be a young guy who did not pay careful attention to hair care, so the hairstyle would have to be loose.

The real story here is the difference between the hair that was originally proposed and what finally appeared on the character.







Comments


I think using Maya to explain subdivision modelling is rather limiting for the audience. In addition, usually when you explain modelling techniques you must model something and show the pics of your progress. That's all! _ _
Terence Daniels (not verified) | Sun, 06/22/2003 - 00:00 | Permalink

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