Jan
19

Some other views The UVs

By admin  //  foot modeling  //  No Comments

The contrast is especially apparent on women. lot of people seem to think that polygons with or sides are bad when converted into SubDs, especially in other packages but also in Maya.

The smoothed or Subdivided version Say were going for realism. The contrast is especially apparent on women. It needs more detail, and for that we need reference. Its also true of course for hands, knees, elbows and centrallower front of throat etc, though usually less so. With those knobs added And the final topology After conversion to SubD no hierarchical edits Select these edges, then do Subdiv Surface > Full Crease. Another rendering. Another rendering. used reference images from Peter Levius great site www. 3d.

Another rendering. Links Steven Stahlberg home page Shading Tutorial Character Photo References for 3D Artists and Game Developers Human Anatomy References for Artists I wont explain every detail in the beginning, you can to the state in the next image several different ways. It also works fine with deformations heres rigged foot bending But if you have other experiences please feel free to share, Im always eager to learn. One of the obvious characteristics of the foot is it has much more detail than many other parts of the body.

But wanted to rebuild it without the hierarchy mainly because plan to render it in Renderman one day.

But wanted to rebuild it without the hierarchy mainly because plan to render it in Renderman one day. So went back to the reference and did another round of sketches. One of the obvious characteristics of the foot is it has much more detail than many other parts of the body. used reference images from Peter Levius great site www. 3d. sk found about different womens feet there, from several angles, quite close up, flat on the floor, which was exactly what needed.

Ive never seen any other valid reason given for Maya than that it makes the file slower and heavier, and creates bumps where you might want smoothness. Also, the topology is bad. It needs more detail, and for that we need reference. First sketched the major shapes could see, then sketched preliminary topology. On the right Ive underlined the drooping shape of the ankle bone. This is rendered in the default Maya renderer, using depthmapped spotlights, and my skin shader which you can read about in my skin shading tutorial.
No tags for this post.

Leave a comment

Pages

Categories