Thursday, October 17, 2013

Part 6 Filling In A Few Blanks

We have the basic framework for most of the head completed so this next step is mostly just a matter of filling in what's left.

Once again a detailed list of the steps is beneath the video.  

Details

  • Use Append to Polygon Tool to connect from geometry behind the eye rings to the geometry above the mouth and down the neck. This should form concentric rings from the top of the head down to the chin.
  • Insert as many edge loops to the new faces to match them with the side of the nose. Snap and merge the matching vertices. Make sure you adjust the new edges to keep everything round from both the front and side views.
  • Pay attention to the jawline and make sure your geometry maintains its shape, as this is a defining feature. Also match geometry along the front of the ear, keeping vertices at the top and bottom of where we'll attach it in the next part.
  • I've done this next step a couple different ways. You need to connect the geometry below the edge from the corner of the eye to the back of the profile. If there are the same number of vertices in both places you could just append, which is how I started. I then realized this wouldn't work all the way, so I stopped at the two bottom edges on the neck. I could have just extruded like I do two steps later.
  • Insert edge loops to fill out the neck and keep it rounded.
  • Extrude the side of the face and match what you can to the back of the head. Adjust the unmatched vertices from the side view to keep the back of the head round and then add the missing edges to the profile. Snap the vertices from the extruded geometry to the profile.
  • Insert edge loops and match them to the neck below. Once again, try to keep everything round. Merge vertices.
  • I decided to add another edge along the profile before appending more polygons, inserting edge loops to the new polygons and rounding them and merging the vertices.
  • Select the vertices that you originally extruded from the profile and snap them to the center line, starting from the back of the neck and working up to the brow ridge where you leave a triangle. Merge vertices.
  • Close up the back of the head with the Append to Polygon Tool and adjust your vertices. You don't just want to keep everything round but the polygons need to be as close to squares as you can manages, so I had to shift things around a lot to keep them from being too distorted. Since I plan to take this into ZBrush, it's important that I keep the majority of my polygons with roughly the same size, so that I maintain roughly the same amount of detail for sculpting after I begin subdividing it.
  • Once again I duplicated and flipped the head to get a better look at it, then deleted the extra half for now. One of my biggest concerns is usually that the forehead and skull may appear dented in the middle, but that wasn't the case this time. Instead I noticed that the mouth angles back to sharply and I had to pull a few vertices forward to fill it out a little and the side of the head was too flat. 

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