Continuing with the modelling of the character I have added several features alongside improving the geometry. This included the addition of nostrils, ears, eyelids, neck, lips and throat. These have been done to take a different approach to my previous animation, with semi-realistic facial features. The nose uses dimples that do not punch a hole in the mesh. Instead the hole will be described through textures.
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head front view |
The ear follows the same concept as the nose using a dimple to simulate an ear hole. The structure of the ear itself is not actually accurate to a human ear. During modelling it actually had to be sized up from the ortho-graphs to fit within a 3D world.
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side view |
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head geometry smooth |
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head cutaway |
For the hair I started from two different approaches, one of which was starting from the crown and working outwards. On my third attempt I decided it would make more sense of start with the fringe. This is because of the most distinct shapes of the fringe and sides before building upwards.
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start of fringe |
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start of fringe three-quarters |
Finally, this is the five minute pose exercise for the day. The pose was found using a quick pose generator found online. More simple then the other poses, it still caused a small problem with moom's bigger head. This made it difficult to properly pose his right arm.
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