Sunday, 27 February 2011

The Process of Creating a Human Head

In this part of the brief, we were given the task of modelling a fellow student's head in 3D using Autodesk Mudbox. Since I've been looking forward to learning this form of art, this brief has me very excited indeed. I chose my friend Jack to model, as I thought a familiar face would be easier to replicate in a virtual space.












To start off, I opened Mudbox and created a file with a pre-made basic head (shown below). Using the program's image browser, I located the aligned pictures of Jack I'd taken and assigned them to both the front and side cameras respectively. I then proceeded to pull the model in large chunk to get a basic outline of the shape required, using the Smoothing tool where needed. When that was done, I turned the resolution up to Level 1, which gave me the ability to define slightly more detail than before. Eye definitions, finer nose points and lips were structured on this level before moving onto Level 2 and adding the rest of the fine details to make it more recognisable. Once completed, I tried to sculpt on some hair but unfortunately had no luck in getting it to look right, so it had to be left due to time constraints.

Mudbox's default Basic Head
Finally, I just needed to show a basic understanding of Topology on my model, by using the Paint tools to draw a texture layer onto the face. I also creating a Projection layer, using the original photograph as a stencil for painting with.

Simple Topology, as if the model were prepared for animating

The original photo projected onto the model. Scary, eh?

I definitely had a lot of fun with this project, and I will continue to use Mudbox in hope of improving my skills with it. 


Topology

"Topology is the mathematical study of the properties that are preserved through deformations, twistings and stretchings of objects." Topology is essentially the way manipulated shapes fit together in natural-looking ways. In this part of the project, I'll be looking into just facial topology.

Facial topology is very important when making characters for games. If the topology isn't set up on the rig correctly, any expression that the character tries to make will not work very well at all. It is essentially like making all of the muscles inside the face work as they should in reality. If all the muscles and topology are correctly present, then the rig should be no trouble at all to animate.
This is the human muscle structure of the face, which is vital when using Topology.
Here, you can see the different lines and curves used to create the natural shape and form of the face.

In this example, the movement of the mouth doesn't look as natural because the polygon count on the face us so high. 
In this example, the lines and curves are so much more natural than the first image, hence the better-looking movement.
The lines on the face always flow in a certain way to create quads. If triangles or five-sided shapes are formed, then the topology can be unsuccessful in most cases.

Friday, 25 February 2011

An Introduction

In this brief, I will be exploring and detailing methods of creating form and sculpting a convincing human head in three-dimensional space. I will employ photography, drawing and digital sculpting. I shall also look into topological practices to aid me in creating a more believable form for the 3D head.