Project/update - Head, 22/02/20

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.

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. 

side view

head geometry smooth

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. 

start of fringe

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.

Image from https://www.quickposes.com/en/gestures/random



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