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design for animation maya

Week 5: Behind the Scenes: Head Quad Draw

This week, we use a basic scanning model of the face, using quadrilateral rendering to generate our own face based on the appropriate topological layout. We start topologically with the eyes, then expand by the quadrilateral until we have covered half of the face. Because of magnetism, every point we create will be attached to the original model. It was very difficult for me, especially when making ears. I often get node links wrong. Because I often link triangles or pentagons. Because each time there was a different error, I repeated the model many times. Fortunately for this model, we only do half of it and then mirror it later, which makes a lot of sense in terms of saving time and effort, as any asymmetric elements can simply be added later.

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