So, Head Modelling. In this post I’ll basically run through my research, process and experimentation with this project. Let’s start at the beginning. My partner is Alistair, and this is both a good and a bad thing. It’s good, because he has a very defined head shape and allows me to see clearly how to form my model. It’s BAD because his head is so well-shaped that it kind of just looks like a default head shape tool. I began working in Maya, as opposed to a sculpting software. This allowed me to get a decent understanding of head topology and shape before going nuts with digital clay. I was following this tutorial:
In the beginning I used my reference images to create the basic shape, and I think that I got the lower facial region to look decent. Then as I got fed up and finished the rest of the scalp and forehead it became a Star Trek character:
It was at this stage I decided I needed to take the head to ZBrush, so I added a neck and exported it as an .obj file. After quickly learning how to basically navigate ZBrush, I started playing around with the head. The results were…interesting:
I even ended up with a version that looked like Voldemort from Harry Potter.
Eventually I got a shape and level of detail that I called finished. Had I more time, I would have liked to add finer detail. I had also lost the “Alistair” in the sculpt, which I tuned up a bit back in Maya.
While transferring back to Maya, I knew that I would lose the sculpt detail. I’d been sitting in with Gianni from second year a lot and learning about sculpting and topology from him which is how I found out about Normal Maps. I decided to give it a go using some tutorials:
This was the result of my normal map attempt (below). It looks less flat, but the details are in the wrong places and jumbled so I must have done something wrong. Still, something to play about with over summer.
Then it was time to start topology. I had seen Gianni do this on his other models and this was my first time getting really hands on with it. I realise I could have used the mesh from my first maya model as the topology on this head but I wanted to re-do it properly. The relax tool became my best friend. I looked up several references for this, and was shown a good example by Becca:
Here you can see the Before and After topology:
I didn’t want to try an ear because I was running out of time, a project for another day.
I realise that there are most likely a few problems with this such as (well, the ear or lack there of) and maybe a few poles that could have been avoided. I used reference and advice from Gianni on where to position a lot of the poles that would cause problems for animation.
This was the final result:
*Pic of final render*