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a Human face in 3dsmax using NURMS By George Polevoy GPolevoy@hotmail.com |
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Creating
Elements with polygon cloning You can create elements in your mesh by shift-cloning polygons. Shift drag a polygon, release the mouse and answer Clone To Element when asked.
Now you are ready to start modeling, using your 3D sketch as a guide. Start with any part of the face.I am starting with the lips. To make seamless connection between mirrored geometry, you can provide a polygon stripe in the middle.Polygons in this stripe should always be perpendicular to the plane of symmetry.Connection will be seamless even without final welding sides together.If you want to attach and weld the objects together when finished, you should not do it with instances.To attach the sides, do the following:Delete one side. Delete the Mesh Smooth modifier that is applied over the Edit Mesh or the Editable Mesh in the stack. Mirror with the Copy option, not the Instance, then attach and weld with the weld selected option.
For example, each quadratic polygon (quad) actually consists of two triangles in 3DSMAX. There is one invisible edge in each quad. NURMS makes sense of topology. Try to make build your mesh of quadratic polygons if possible. Use other types of polygons with care. Here is an example of good topology.
Some edges made visible in this example.
This behavior appears on the boundary surface edges, to use this feature with other vertices, you should line up all the 8 vertices around the knot vertex to a plane. Surface will also intersect all Corner vertices (vertex D). Vertex B serves as a Bezier handle for knot D. This feature of the subdivision algorithm can be very useful to get more precise control over the surface shape.
Notes about
this tutorial I describe 3DSMAX interface features as for version 3.x, but in vesion 4 it did not change much. Also, version 4 adds Editable Poly, that is slightly different from Editable Mesh, and the HSDS modifier which supports hierarchical mesh refinement and can be used in alternative or together with MeshSmooth/NURMS described here. Notes about Subdivision
Surfaces References That's all I knowabout NURMS business :) Any comments and suggestions are welcome.
Copyright 2001 by George Polevoy Return to Animation Artist Magazine Home Page
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