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Virtual Environments - 3D Face Model

Virtual Environments - 3D Face Model. Monday, 27 October 2008. The next step was to prepare the face for texturing. To do this, I had to apply a checkered map to my model. In this way, I could find any ares where pixels would be stretched, and fix these areas. To do so, I used the UVM Unwrap function, and altered the vertices to give a more flowing, less stretched look to the texture. It was now ready for the next stage. Once that was done, I applied the final image to the face, to give it this more real...

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Virtual Environments - 3D Face Model | ja3dface.blogspot.com Reviews
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Virtual Environments - 3D Face Model. Monday, 27 October 2008. The next step was to prepare the face for texturing. To do this, I had to apply a checkered map to my model. In this way, I could find any ares where pixels would be stretched, and fix these areas. To do so, I used the UVM Unwrap function, and altered the vertices to give a more flowing, less stretched look to the texture. It was now ready for the next stage. Once that was done, I applied the final image to the face, to give it this more real...
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Virtual Environments - 3D Face Model | ja3dface.blogspot.com Reviews

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Virtual Environments - 3D Face Model. Monday, 27 October 2008. The next step was to prepare the face for texturing. To do this, I had to apply a checkered map to my model. In this way, I could find any ares where pixels would be stretched, and fix these areas. To do so, I used the UVM Unwrap function, and altered the vertices to give a more flowing, less stretched look to the texture. It was now ready for the next stage. Once that was done, I applied the final image to the face, to give it this more real...

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1

Virtual Environments - 3D Face Model: Day 1 - Photography

http://www.ja3dface.blogspot.com/2008/10/day-1-photography.html

Virtual Environments - 3D Face Model. Tuesday, 30 September 2008. Day 1 - Photography. To create a 3D model of my face for the project, I need a photo of the front and side of my face, so that I can line them up and draw the topology on the image. I then took these images into Photoshop, and lined them up so that the features were at the same level and scale as each other. Subscribe to: Post Comments (Atom). Day 1 - Photography. View my complete profile.

2

Virtual Environments - 3D Face Model: Week 3 - Creating a Poly

http://www.ja3dface.blogspot.com/2008/10/week-3-creating-poly.html

Virtual Environments - 3D Face Model. Tuesday, 14 October 2008. Week 3 - Creating a Poly. Following Eric Maslowski's online tutorials, I next moved on to creating reference plates for the 3D model. I created a plane, and applied the bitmap of the front of my face from the photoshop file. The next step was to convert this flat mesh into an editable poly. However, when I did so I found that the lines had not been drawn quite right, resulting in a hole above the nostril that was not supposed to exist.

3

Virtual Environments - 3D Face Model: Depth and Eyeballs

http://www.ja3dface.blogspot.com/2008/10/next-step-was-to-start-expanding-to-top.html

Virtual Environments - 3D Face Model. Friday, 24 October 2008. The next step was to start expanding to the top of the skull and the back of the head. To do so, I created a sphere, and cut out the top and back section, which was then welded onto the left half of the face (not the whole face, because the skull would be mirrored in the same was as the face, once the two were connected.). This was then mapped onto two spheres that were placed just behind the eyelids on the 3d Model. Week 4 - Adding Detail.

4

Virtual Environments - 3D Face Model: Final Steps

http://www.ja3dface.blogspot.com/2008/10/final-steps.html

Virtual Environments - 3D Face Model. Monday, 27 October 2008. The next step was to prepare the face for texturing. To do this, I had to apply a checkered map to my model. In this way, I could find any ares where pixels would be stretched, and fix these areas. To do so, I used the UVM Unwrap function, and altered the vertices to give a more flowing, less stretched look to the texture. It was now ready for the next stage. Once that was done, I applied the final image to the face, to give it this more real...

5

Virtual Environments - 3D Face Model: Week 4 - Adding Detail

http://www.ja3dface.blogspot.com/2008/10/week-4-adding-detail.html

Virtual Environments - 3D Face Model. Tuesday, 21 October 2008. Week 4 - Adding Detail. The next step was to add detail to the nostrils, where up until this point there was just a hole. To add in the detail, I selected all of the edges around the hole, then used the scale tool to clone the outer quads and create a ring effect inside the hole. This is the effect that it produced when rendered:. Subscribe to: Post Comments (Atom). Week 4 - Adding Detail. Turning 2D to 3D. Week 3 - Creating a Poly.

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Virtual Environments 2008: October 2009

http://virtualenvironments2008.blogspot.com/2009_10_01_archive.html

Tuesday, 13 October 2009. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ ja3dface.blogspot.com. Http:/ bengrimwoodve.blogspot.com. Http:/ steffensve.blogspot.com. Http:/ richard-gregory.blogspot.com. Http:/ hayleyspalding.blogspot.com. Http:/ danielchidgey.blogspot.com. Http:/ samwebbve.blogspot.com. Http:/ djmve.blogspot.com. Http:/ johnwve.blogspot.com. Http:/ mb-ve.blogspot.com.

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 8 - Ear Creation

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-8-ear-creation.html

Wednesday, 22 October 2008. Tutorial 8 - Ear Creation. A very difficult piece of geometry and very complex. Use a similar method that we did for the face for the ear. Load reference image, and define some key areas. From this point we want to start drawing in the topology, same idea as before, connecting the lines, and making new ones. Create the necessary quads. Don’t worry about making this too complex. Take this into 3D Max and start sculpting the ear. Look at the reference image, edge mode, select th...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: September 2008

http://virtualenvironments2008.blogspot.com/2008_09_01_archive.html

Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: UV Co-ordinates part 2

http://virtualenvironments2008.blogspot.com/2008/10/uv-co-ordinates-part-2.html

Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ matt-virt...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: October 2008

http://virtualenvironments2008.blogspot.com/2008_10_01_archive.html

Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. We are going to use cylindrical projection mapping for the maj...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: August 2008

http://virtualenvironments2008.blogspot.com/2008_08_01_archive.html

Tuesday, 26 August 2008. Welcome to the YMCA. The YMCA (Young Man’s Christian Association) is a Christian charity founded 160 years ago in order to support young people in times of need. The YMCA provides a place for young people to find ‘acceptance, community and activity’ and offers services in the following areas:. Sport, Health, Exercise and Fitness. Citizenship and Personal Development. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ samwebbve&#...

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Virtual Environments 2008: Tutorial 6 - Refining Model (the nose)

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-6-refining-model-nose.html

Wednesday, 22 October 2008. Tutorial 6 - Refining Model (the nose). Refining organic models with Edit Poly. How to add details to your model. Switch to the front view and maximise so we can access the nose area. We are going to add some additional faces. In vertex mood, we follow the loop around and there is a hard seam between the tip of the nose and the nostrils. We go to edge mode and hit backspace which will remove an edge. If you delete you remove the whole polygon. We are going to create the nasal ...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 9 - UV Coordinates

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-9-uv-coordinates.html

Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. Only want to set up the mapping coordinates for one side of the model and editable poly is the current modifier. Make sure that you are not in sub object mode. Click on Unwrap UVW modifier, which should be placed above the editable poly modifier and under the symmetry modifier in the stack. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ matt-virtuaienvironme...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 7 - Primitive extension for the back of the head

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-7-primitive-extension-for-back.html

Wednesday, 22 October 2008. Tutorial 7 - Primitive extension for the back of the head. Assign this map to the reference plates. If you had trouble finding the reference plates go over to display hide frozen objects uncheck. Need to line these up, vertex mode turn on snap, we want to configure our snap option as vertex, and now we go to move tool and click and drag to various points. Line up the closest ones first. Turn on soft selection, so that there are no shape edges. Subscribe to: Post Comments (Atom).

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 5 - Using symmetry and sub-division

http://virtualenvironments2008.blogspot.com/2008/09/tutorial-5-using-symmetry-and-sub.html

Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...

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Virtual Environments - 3D Face Model

Virtual Environments - 3D Face Model. Monday, 27 October 2008. The next step was to prepare the face for texturing. To do this, I had to apply a checkered map to my model. In this way, I could find any ares where pixels would be stretched, and fix these areas. To do so, I used the UVM Unwrap function, and altered the vertices to give a more flowing, less stretched look to the texture. It was now ready for the next stage. Once that was done, I applied the final image to the face, to give it this more real...

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