The image below is showing us almost all the key points of the face that we need to take under consideration during the face modelling. Again its same rule as with the front, its their size and shape that control the face. The wire can be always that same.
The red colour, dark blue and light green stands for face shape, and forehead profile. We can have either straight forehead or a little bit ''bumpy'' around eyes just like Red line show. Also we can have either smooth corner of face which stared on the corner of eyes and eyebrows. In Uncharted 2 from previous post our friend main character from game had these corners quite strong and visible. It's easy to spot them with right lighting.
The white lines that I draw next to face on left are for nose study. We can have quite a lot of different variations of noses to be honest. Either straight, or a little bumpy in the middle or spherical at the end, They all could find one type of character so there's not much of rules there.
However I find out that when we are creating characters with skinny chicks and strong face structure it's the side profile that we can edit the chicks and create that shadow area, in sky-blue colour place which create that sharp dramatic face.
And again the wire for this model will work that same for any other model that we can create as long as its round and without bigger bugs or triangles. Its quite crucial to keep our wire without triangles or any other shapes than quads. Its because of the subdivision tools that need perfect quads to work great.
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