Human Head Modeling

Uvlayout Face

O Step 8: UV distortion

This is the picture of a model that has been imported into a tool called UVLayout (www.uvlayout.com). UVLayout unwraps the UV by minimizing the distortion and makes the adjustment easier by showing each UV's distortion level in colors.

o Step 9: Completed UVs

Lastly, we bring the model back to Maya to readjust the Seam part, and the parts which UVLayout did not cover. The UV process is then complete.

Human Head Layout

stiffs

Modeling the human head

Q Step 10: 1st level poly model

This is the base-level cage model, I get to the more detailed models through subdivision arid adding détails, ihe model at this stage has 1,116 triangles.

O Step 11: 2nd level poly model

More details have been added at the second level, Most of the facial blend shapes are built using this model, (Tie model at this stage hag

4,404 triangles, ' MS

O Step 12: 3rd level poly model

Thit level of detail is used mostly iri the final rendering process. It there is a facial blend shape that needs more detail, I use this model to build additional blend shapes The model at this stage has 17,856 triangles

Human Head Model

O Step 13: 4th level poly model

The 4th level poly model is created for specific scenes requiring more detail For whole modeling work up to this stage I use Maya s Soft Modification Tool and my self developed tools Typically it lakes me approximately five hours to complete the whole modelmo work in Maya The model at this stage has 71,424 triangles

ESSENCE The face 27

About face

Modeling the human head

O steP Detailing in ZBrush

After the color texture map is completed it is used in ZBrush for the detail work. Usually, the color map is converted into a graysca e map, and then imported as a Masking map in ZBrush. Retouching s then done to the model. This process takes only several minutes, dui makes it possible to achieve fine wrinkle lines and even the expressioi of the skin pores.

O step 15: The ears c arp the most complex shapes on our face. Fortunately, most The ears are the mo* » Qnce you understand about the basic sUuctu^of the human ear it can then be done quite easily every t,m*

Human Ear MayaTwins Dresie And Casie

Step 17: The neck o Step 16: The mouth

The side of the mouth area is a little hard to make a clean shape because a lot of lines are squashing into that area. It's better to spend some time on cleaning up at this stage in order to avoid hard work on making facia blend shapes later. Also, don't forget to check the thickness on the inside of the lips.

Step 17: The neck

The neck muscle doesn't show up too much in a neutral pose A ittlte of exaggeration ot the muscle helps the mode took more real

About tace

Modeling the human head

About tace

Modeling the human head

Blendshapes

O Step 18 Normal map

This is the Normal map that has been generated using the detail information from ZBrush This detail information can be used in various methods, such as Normal, Displacement, Bump and Cavity maps For this example I Mill show the process using only the Normal map and Cavity map

O step 19: Cavity map

This is a Cavity map which is generated using the detail informal, from ZBrush The Cavity map will be used for the Diffuse map in Maya

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