Wednesday, 21 March 2018

# BSA 226

Today it is rumored we will be making a head for our character this will be an interesting class indeed. Coming soon  

at this stage I am a wee bit behind however I WILL NOT give up.
even should I fail this will not topple me.

Reducing polys: put in a holding loop just off the wrist to be able to reduce the large amount of polys.

this can be done using these or this technique take three edges you really only need to select an edge and delete the unwanted vertices for the hand you will need to try your best to make a small diamond like shape similar to the purple gems found on the PS1 game Crash Bandicoot 2 long and narrowing at the bottom and bold ish at the top leading to a point or edge at both ends. The hand will be covered in these diamond type shapes this will be used to optimize the eventual movement and rigging that will come later.

Memo (concept art for the gluteus helpful). (Do Not put extra loops in unless you REALLY need to)

Sewing on limbs: first thumbs, extrude the closest faces out add an edge loop tools to increase the amount of faces in the model try to get the edges as close to each other as you can you will need to connect the vertices bit by bit for further accuracy in the joining of your two objects you may also have one half of your modeled body up and vanish on you this is because you have made a new object this has merely gone for a walk and will be back upon summoning. 

Mesh-combine of the use the tool icon three spaces on the upper tool bar from the extrude go right and shall see an odd looking box with a small orange box on the inside of it.
You will have to alter the thumb muscle remember to use your own limbs as reference for they are the best reference you can get and they are free.

later on you get into the basic shaping of the hand details e t c
as well as going into the wrist and doing the same with the trying to match the amount of the faces with the reference and or the body model you have previously created

now for the knuckles for good measure with the closure of your modeled hand (later)
depending on how you have done it you may need an extra loop or geometry you will need to aim  for an circular type shape where exactly you want the knuckle, Grab or highlight the all the faces with the hold shift and select the specific faces use the smaller points which should be a blue ish color also try to keep to your quad set up as best you can in  the long run this will help with your render time purely because in the ideas of computer programming all these lines,faces and vertices are all going to have letters and numbers fly through them at the speed of light in order to make this work you are going to want to reduce the time and blockages the system may go though you can also get a mini preview before rendering which at this point I cannot remember (sorry folks)

Try your best to avoid jagged or sharp bits in the model 

remember Geometry and using the curves on your own body as reference is key to a successful build.





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