CSE 458
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Computer
Animation
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AUTUMN 2006
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Project #3: Head.
Assignment Details:
- What to do:
- Model
a head from reference using polygon and/or subdivision modeling tools.
- ONLY
USE REFERENCES FROM: \\preproduction\production\REFERENCE\Humans\ FOLDER!
CARTOON/ALIEN/OTHER HEADS WILL NOT BE ACCEPTED!
- (Optional)
Model the ear if you would like some extra credit, you need hook this up
(merge vertices, edges,...) to the real mesh, not just combine objects
(hooking the ear up in the mesh is tricky - ask the staff for tips).
Please spend time making the head look good rather than making the ear...
- Consult the anatomy reference below, and other reference materials,
for help with the structure of heads. It is important to use the
muscle and bone structures as a guide in order to maintain a clean mesh
(even if you are not attempting a photo-realistic representation of a
head). You will be graded on the cleanliness of your mesh! Sites such as www.TurboSquid.com are good for examples of mesh
layouts.
Reference text and tutorials:
- \\Preproduction\production\REFERENCE - large
reference repository on our network
Tips from a pro (Zhi)
- What I like to do
before I start modeling is print an image of the person and then just pen
in the edge loops that I think will be needed for the 3D version. This
prep work makes it much easier during the 3D stage because you already
have a good idea of where to place things.
- Use the Convert to
SubD function as a error checking tool. Converting to SubD requires that
your mesh is almost perfect and error free. If there are any
problems, it will not convert. You can then check the script editor
to see what the error messages are. (usually it's a non-manifold
issue. Go to maya help to find out what non-manifold means.)
- You
will be using the extrude edge tool a lot for this project.
Make sure when you are undoing the most recent extrude that you
undo enough times. A lot of times you get stacked
faces/edges/vertices because people only undo until they don't see the
extruded face. Instead, they should be undoing until before the extrude
tool was even activated.
- START
EARLY!!! Besides the amount of time it takes to create a head, you
will be running into problems on this project. Nonmanifold
geometry, edges extruding in the wrong direction, normals not pointing the
right way, and exploding computers are just a few examples of things that
you'll be facing. So give yourself a lot of leeway and extra time
to get this project complete.
Turn-in:
·
One unsmoothed
maya file of the head
·
Three renders from a smoothed version of the
head. Images should be 800px by 600px PNGs and the heads should be well sized
in the frame. The images should be from the front, ¾ view, and side.
·
The turn-in procedures are to be done as usual.
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- CSE458
HOME -
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University of Washington, Seattle
- 2006
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