Wednesday, 23 January 2008

Week 3- modelling the face.

This week, myself and Dan R bagan modelling our characters face. I was pretty nervous to begin with as I had never modled a human before, uaually creatures of the undead or very stylised characters, and it was kind of daunting. Dan C gave us a good tutorial that would help. Myself and Dan R wanted to create the head completly ourselves as we didn't want to rely on Dan c's technical ability. Before we began though, we had a tutorial with Jarred to talk about our work etc. It was all going well until he watched a little bit of the block out Dan C had animated using our rough model, saying that it was a little long which was going to be difficult for us to do in the time limit. Thing is we hadn't even got to any of the fight scenes etc! Ah well, if everything goes wrong... we'll just kill off Tala sooner than expected!!





The line drawings of Tala, front and side, that I used when creating her face in Maya. The plan was that me and Dan would create a low poly face in Maya, export it to Zbrush, and make a high poly head so that Dan C and Jake could bake a normal map from the high poly head onto the low poly head. Although mysef and Dan R hadn't heard of baking before, apart from the cooking version, Dan C explained to us about it, complete with illustrations lol :)

Instead of modelling straight from a cube etc, the tutorial directed us to model the face by extruding plains. This looked like a long method, and it was, but it was much more managable and accurate to model than previous methods I had tried.




From the front view, Talas face looked like the face in the mirror in Shrek which was a problem. Taken out of front perspective view, it looked even worse as her chin was so pointed that you could take someones eye out with it.




The above two images are Tala's head, after tweaking them. The crease in the middle is because I hadn't joined the mirrored verts yet. Although it was hard to judge whether or not she looked exaclty how I would imagine Tala to appear, seeing as she had no eyebrows, ears , eyelashes or hair etc, I felt as though this model was pretty close.

To create this had taken a week. We had left this much time in our production schedule so that was ok, but we had spoken beofore at the beginning of the week of hopefully finishing earlier. As this didn't happen, I felt a bit worried that for the rest of the term if everything took as long as we'd planned, we would have to work dead on schedule as there wouldn't be any time to fall back on if we made any mistakes. This sounds like bad planning, and maybe it is, but we set realisitc time limits on our schedule. Last term Jarred spoke to us about the lizards tale method:if your running out of time, axe the work that wont be missed as much- have a fallback plan. We have one, but it would be nice to get everything done that we had planned this time. We learnt alot from our last project about not wasting time modelling objects that would hardly be seen by the camera etc, so hopefully this time maybe we will have more time. We'll just have to see.

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