We will also try and follow the flow of skin around those regions as this will help to create the appearance of wrinkles happening in the right place during deformation. Muscles such as the orbicularis oculi (eye) and the orbicularis oris (mouth) will play major roles as these areas are where we tend to focus when looking at people's faces. Thus, we will be focusing our topology on mimicking the muscle structure of the face. We've been modeling so our mesh will deform well for animation and we want to continue this methodology in the face. The human face, with sometimes bold and sometimes incredibly subtle movements, communicates the entire emotional spectrum. In this tutorial we come to the face, which is without question the most expressive part of the human body. Last time we added the second most expressive part of the body: the hands. This is a Maya project folder consisting of Maya scene files (scenes) and reference images (sourceImages) used throughout the project. Follow Jahirul Amin's helpful guide to creating and modeling a head in Maya, including tips for the eyes, mouth, nose, ear and neck.
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