Firstly, the photoshop image needs to be updated. The blue guidelines and red topology lines need to be added to the ear section of the image so it can be used to model accurately. This is no different to what has been done before and looks like this:
Using a graphics tablet for all of the topology lines in Photoshop has helped greatly and I think having a smooth topology reference has helped the overall quality of model. The image will then automatically update in 3DS Max. Back when the mask was modelled, the line tool was used to create a flat mesh. This is no different and is a very good technique to know. Once the lines have been drawn out, the vertices welded and having been converted to an editable poly, it looks like the image below.
Using the profile reference images, it can be shaped into a 3D object. All of the differences in depth need to be added here such as the area surrounding the ear canal. Special attention should be paid to the overlap of vertices around the top edge of the ear where it curls around and over itself. I did find this part a little confusing and it took me a while to get my head around the structure.
With the turbosmooth modifier added to the stack, the basic structure of the ear is done.
The ear now needs to be given some thickeness. This is done by once again selecting edges in sub-object mode, holding shift and pulling outwards.
With the ear fully formed and tweaked to a good standard, it is ready to be attached. I didn't enjoy what is to come....
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