This is the third in a number of adaptations from the new Inspired series published by Premier Press. Comprised of four titles and edited by Kyle Clark and Michael Ford, these books are designed to provide animators and curious moviegoers with tips and tricks from Hollywood veterans. The following is excerpted from Modeling & Texture Mapping.
Subdivision modeling techniques are used to take a low-resolution polygonal object and increase the resolution using a smoothing algorithm to create a high-resolution model. Several methods work quite well to accomplish this task.
Polygon smoothing is conceptually the simplest type of subdivision modeling. The original polygonal model (Figure 1) is defined as the low-resolution cage, and the higher-resolution geometry is created directly from it (Figure 2). You can use subdivision steps to determine the final resolution of the resultant model. As a rule, the resolution should begin with one single subdivision and increase from there based on the need of the model. The entire model can be subdivided, or selected faces can be subdivided.
The advantages of using this technique are as follows:
Some disadvantages include the following:
Subdivision surfaces use an internal interpretation of the polygonal mesh into another entity type. This entity type behaves similarly to NURBS surfaces. The easiest way to understand this process is to look at Pixars RenderMan, which creates subdivision surfaces.
Within a low-resolution cage are quadrangles and triangles. In RenderMan, these entity types are treated differently. A quadrangle is assigned a NURBS surface. Every quadrangle in a polygonal mesh has an infinitely smooth surface that is tangent to the adjacent surfaces. At render time, these surfaces are tessellated adaptively at a pixel level. This unique tessellation method allows for unbelievable detail when rendering displacement maps on relatively simple surfaces.
Triangles, however, are not defined as NURBS surfaces. They are defined as subdivided triangles, in a similar way that smoothed polygons behave. The ability to tessellate adaptively is reduced.
Maya behaves differently than RenderMan. The geometry can still displace better than any smoothed polygon model, and the areas where quads transition into triangles are treated differently.
These points can be seen as advantages that subdivision surfaces in Maya have over smoothed polygonal models.
Other advantages include the following:
In short, Maya has developed many tools that make subdivision surfaces look attractive. But it must be noted that this entity type is notoriously unstable. Before using this entity type on a production, test it carefully and often. Results attributed to using subdivision surfaces include these:
Detail
Detailing in polygonal modeling has to be done in combination with a way to preview the results, which is why the smoothing discussion was introduced before the discussion on creating detail. If the resultant model is going to be smoothed using subdivision modeling techniques, then the results of this additional process should be checked whenever a significant amount of work is to be done. When the lips are detailed, check them, when the ear is detailed, check it and so forth.
Detailing usually requires the model to be split along the areas where the model has a topological change. For example, the edge of the lip is not exactly a hard edge. But if the edge of the lip is compared to the side of the cheek, it is significantly sharper.
Creating detail in regions like this requires the process of adding additional rows of polygons along these areas. To create the ridge at the edge of the lip, a row of polygons is created at the edge of the lip; when this single row is subdivided, it becomes two or more rows, adding more definition.
When applying additional rows to create detail, it is important to understand how these rows will affect the final model. Some simple rules can come in handy when these conditions arise. In the examples in Figures 3 through 10, different examples of polygonal smoothing are shown.


[Figures 3, 4] A model with no rows of controlling polygons.
[Figures 5, 6] A single row of controlling polygons.


[Figures 7, 8] Additional geometry added at the corner.
[Figures 9, 10] A model with two rows of controlling polygons.
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
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 real story here is the difference between the hair that was originally proposed and what finally appeared on the character.
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.
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.
Figure 17 and 18 show some of the progression from long hair to the relatively clean-cut look.
Eyes
The eyes were built from three NURBS spheres nested inside each other:
A clear outer layer (the cornea). This layer is simply a clear reflective ball that surrounds the rest of the eye.
Teeth, Gums and Tongue
The tongue is a half sphere that has been modified to resemble a tongue. All of these items are NURBS construction because this type of model is relatively easy to create, map, and animate. Even though these parts are important, the focus of this chapter does not need to cover this material.
Facial Animation and Blend Shapes
On this production, despite my best efforts to avoid this, the production decided early on that the facial animation would be controlled using blend shapes. Blend shapes are 3D morph targets that have the exact topology as the face they are controlling.
Full Face Shapes versus Local Face Shapes
Face targets like this are normally sculpted to the maximum range, which can be used as the production dictates. If the shape is a 100% frown, then the production can use this shape in increments of 20%, 40% and so on, to create frowns of less intensity.
Local face shapes are broken down into specific regions. These into left, right and center regions. If there was a smile to be modeled, the blend shape would be a left smile, a right smile and a center smile. This gives the animator a lot of control as to what part of the face will be affected by the blend shape.
For this project, the local blend shapes were a necessity. But because I know that the vast majority of animation time using blend shapes was spent trying to get multiple blend shapes to animate as a single channel, I also added some blend shapes that took up an entire region. I modeled a left smile and a right smile, and I also modeled an overall smile as well. I modeled a left furrowed brow and a right furrowed brow, and I modeled an overall furrowed brow.
The jaw was to be animated using a skeletal setup. The jaw position is not animated using blend shapes. The modeling of the blend shapes had to be coordinated with the animation of the jaw. The figures below show the jaw in various stages of being opened or shut along with the blend shapes being shown. This helped visualize how the blend shapes would behave during the modeling process.
These were simple models. The teeth are simple NURBS spheres that have been flattened to resemble teeth, and the gums are surfaces that have been sculpted to accept the simple teeth.
In the production of an animated character, the character can have the face animated in two basic ways. One way is to have animation setup control the face using various setup techniques. This requires expertise on the part of the setup technical directors. In a large production facility, the efficiency of scale can make difficult jobs like this commonplace. Many characters have already been set up that can be taken apart and reused. In a small production, the process of creating facial controls can be time consuming. This is especially true because no other similar characters can have their controls recycled for the new character.
In the creation of face shapes for an animated character, there are two basic schools of thought regarding the way the face should be animated using blend shapes. One method is to use the entire face as a specific target. If the character is going to frown, then the entire face is sculpted into a frown shape. The eyebrows are sculpted into a furrowed appearance, and the entire mouth is sculpted into a real scowl.
I was careful to try to keep the mouth blend shapes from affecting any other regions, and the eye blend shapes localized to the eye region. In this way, these particular shapes were hybrid global/local blend shapes. They affected an entire area, but only the area intended to animate, not the entire face.
When I was creating the localized blend shapes, the areas that were affected stayed on one side of the face. There were many shapes not shown here that broke each part of the face into even smaller regions. These regions were isolated to areas like one eye (Figures 26 and 27), one eyebrow (Figure 29) or one corner of the mouth (Figure 30).
Most blend shapes are modeled about 20% past the most extreme point where the animator is expected to use them. This allows for more elastic animation and gives greater flexibility when combining blend shapes.
Shapes and Phonemes
The complex shapes required the modeling of the frown, smile, furrowing, puckering, pouting, yawning and kissing.
These shapes include mouth smirk, mouth sneer, mouth dread, mouth wince, eye furrow, eye squint and mouth smile.
The mouth regions were extended to include the cheeks, and the eye regions were extended to include the forehead and eyebrows.
Phonemes are face shapes directly related to speech. Different theories exist as to which phonemes are required for animation of speech. Thirteen accepted shapes are recognized as vismemes, which are used in the creation of English speech.
These shapes are as follows:
The decision of which shapes to build came from two primary sources. First, Rick Grandy, the technical editor for this book, came up with a preliminary list, and then the animator, Kyle Clark, came up with some items that he needed to get this project done. Overall there were 66 targets built for this animation, and there will probably be some more that need to be built as more animation is done. Some models used for production have more than 200 blend shapes modeled. The face shapes were broken down by region:
For the list of shapes that would be modeled for this model, the phonemes were reduced to eight basic shapes:
To learn more about constructing 3D characters and other topics of interest to animators, check out Inspired 3D Modeling and Texture Mapping by Tom Capizzi; series edited by Kyle Clark and Michael Ford: Premier Press, 2002. 272 pages with illustrations. ISBN 1-931841-50-0 (US $59.99) Read [11] more about all four titles in the Inspired series and check back to VFXWorld frequently to read new excerpts.
Tom Capizzi is a technical director at Rhythm and Hues Studios. He has teaching experience at such respected schools as Center for Creative Studies in Detroit, Academy of Art in San Francisco, and Art Center College of Design in Pasadena. He has been in film production in LA as a modeling and lighting technical director on many feature productions including Dr. Doolittle 2, The Flintstones: Viva Rock Vegas, Stuart Little, Mystery Men, Babe 2: Pig in the City and Mouse Hunt.
Series editor Kyle Clark is a lead animator at Microsoft's Digital Anvil Studios and co-founder of Animation Foundation. He majored in Film, Video and Computer Animation at USC and has since worked on a number of feature, commercial and game projects. He has also taught at various schools including San Francisco Academy of Art College, San Francisco State University, UCLA School of Design and Texas A&M University.
Michael Ford, series editor, is a senior technical animator at Sony Pictures Imageworks and co-founder of Animation Foundation. A graduate of UCLAs School of Design, he has since worked on numerous feature and commercial projects at ILM, Centropolis FX and Digital Magic. He has lectured at the UCLA School of Design, USC, DeAnza College and San Francisco Academy of Art College.
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