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There are a couple of Spatch head tutorials around, which I used to make my
first head but because I can't remember where I found them, I'll give a
brief explanation of how I put them together (I had another go yesterday).
Start with a template (well it becomes a template if you select a different
layer as you can see it but not edit it) layer, creating from all three
axis' a head, I use stretched circular shapes for this. Use the view
rotation tool to check that the points match in x, y and z axis.
On a second layer put together half (I use the right side) of a mouth (that
can be symetrically matched over to the left) with between 8 and 12 points.
Simply extrude the mouth upwards gradually following the first (template)
layer.
The main point of concern is that if you did what I did first time round,
you end up with from side profile a hole in the back of the head, if you
gradually rotate the extrusions from the side profile so that the extrusions
become the neck.
Finally select all, duplicate, mirror through x (or equiv.) and join up.
Well thats the way I do it, and the results are pretty dam good (lol not
mine, the tutorial ones!) In terms of ears and hair, I 'borrow' the ears
from the tutorial and still can't work out how to do hair!
Peter
www.petecracknell.co.uk
Greg M. Johnson <"gregj;-)56590\""@aol.c;-)om> wrote in message
news:39805e51@news.povray.org...
> Consider the following screen capture of an attempt to model a head in
> sPatch. I probably used a somewhat unorthodox approach, in that I
> started with a flat 12 x 12 grid of patches and tweaked and tweaked
> until I got this far. Can some sPatch experts give me advice on what's
> the ultimate destiny of such an approach:
>
> 1) Actually not that bad now; if export to povray now and with 15
> manhours of TEXTURING it will fool experts as being a photo;
>
> 2) Doomed to failure because the patches in no way conform to known
> facial contours;
>
> 3) Shows good hope, with perhaps another 15 manhours of tweaking, will
> look cool cartoony 3D, if not photorealistic.
>
>
>
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