1/7 - Facial Intro Topology - Sintel
Uploader Comments (PonderStudios)
Top Comments
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Thank you for the breakdown. I'm not up to modeling characters yet, but I know I'll be reviewing this video again when that time comes.
Your work is amazing.
All Comments (16)
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Thank you for colour coding the topology, it is much easier to understand that way.
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Hi, did you box model or plane model Sintel?
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I miss Blender so much! Its such a great intuitive program. I have to use Maya atm for my classes, and wow.. Its such a pain to do simple things that Blender does with one or two clicks.. Blender <3 Il be back xD
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when you click one vertex a group its selected thats named vertex group right?
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Thank you! This was super helpful :)
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Wow going to watch sintel right now :D Thanks to your tutorial i have achieve a better facial topology for my 2 characters I am working on right now on maya.
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@Hazmondo Hi, in 3DS Max you can use the same technique by converting your object to an "Editable Poly" - in the editable poly modifier stack you'll find a tab called "subdivision surface" - below that tab click "use nurms subdivision" and be sure to raise the iterations below display to at least 2 for a good result on a lowpoly. :)
I'm a 3ds Max user and I'm unfamiliar with Blender's modeling tools; I notice that all of your edges are curved as if you've modelled the head with NURBS or you've used polygons and used a modifier to smooth your mesh but your vertices seem to be on the surface rather than on a cage away from the head, so I'm a bit confused. What modelling technique did you use?
Hazmondo 6 months ago
@Hazmondo: I used polygons and added subsurf modifier to smooth the mesh (subdivision 2, optimal display on). To display vertices on the modified surface rather than their original position, enable the editing cage mode.
PonderStudios 6 months ago
did u model Sintel from scratch?
manucarlos751 8 months ago
@manucarlos751 : yes
PonderStudios 8 months ago 5