For my Mudbox project (BA2 - Unit 2) I have decided to model my boyfriend Sam's head. I chose Sam for two reasons; a) I live with him so have the benefit of viewing his head in real-life as well as using reference photos, and b) If I manage to 'muck' his face up, I wont lose any friends over it!
I began as Mark suggested by using a Low subdivision level to start the initial molding of the face and head. Using the grab tool I carefully shaped his jawline, nose shape, ear position, eye sockets, chin and neck/back/shoulder areas. From this point I then racked up the subdivision levels and stared work on the ears. Had I known how fiddly and frustrating this was, I would probably not have chosen them first - but I did learn a lot from this ambitious move about the way the surface of the mesh reacts to different tools, and how best to build up ridges and caverns in the skin without compromising the quality of the mesh coverage (i.e. no nasty jagged edges).
This was my first shaping of the ear, trying to define edges, and the shape of the outer lobe 'overlap'
This is the ear almost finished. It took about an hour of building up and taking away on the mesh to achieve these pronounced ridges and dips. I then went on to finish the edges and create more of a separation of the ear from the head which also required a lot of smoothing.
Here are some screenshots of the ear from other angles to show its formed 3D shape.
I began as Mark suggested by using a Low subdivision level to start the initial molding of the face and head. Using the grab tool I carefully shaped his jawline, nose shape, ear position, eye sockets, chin and neck/back/shoulder areas. From this point I then racked up the subdivision levels and stared work on the ears. Had I known how fiddly and frustrating this was, I would probably not have chosen them first - but I did learn a lot from this ambitious move about the way the surface of the mesh reacts to different tools, and how best to build up ridges and caverns in the skin without compromising the quality of the mesh coverage (i.e. no nasty jagged edges).
This was my first shaping of the ear, trying to define edges, and the shape of the outer lobe 'overlap'
This is the ear almost finished. It took about an hour of building up and taking away on the mesh to achieve these pronounced ridges and dips. I then went on to finish the edges and create more of a separation of the ear from the head which also required a lot of smoothing.
Here are some screenshots of the ear from other angles to show its formed 3D shape.
From this point, once I was happy with the initial sculpting of the ears, I then went on to starting to work more detail into the facial features;
I am quite happy with the brow line, but his nose mouth and chin still have a long way to go!
I am thoroughly enjoying working with Mudbox, as frustrating and tedious as it is at times!
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