Friday, April 24, 2020

Modelling Face, Feet and Hands Devil

[Second Year] Specialist Animation Studies





Fri 24th April 20:



In stage 8, using After Effects , I set out the environment, then proceeded to model the facial features, fingers and toes.  Using the multi-cut tool I drew the mouth features and** I drew the new polygon on the neck and chin. So I had positioned the mouth drawing, on the front reference image plane, where I wanted the mouth to be modelled on the face so the drawing was in-centre of the face model.

After I had positioned the image plane, I was given feedback to round out the devil's body as it looked too flat. So I needed to pull out the polygons around the devil's belly to give him a gut.

Afterwards, I had to turn off the model's turbosmoothing by pressing no.1 key then drew out the devil's mouth again with the Multi-Cut tool in the right place. So after I extruded the mouth polygons in to create the open mouth, I turbosmoothed everything, with no.3 key, to see the effect this gives my model.

After extruding the mouth in, I wonder 'how I was going to create the teeth inside the mouth' so I thought to undo my last couple of clicks, where I only just drew the shape of the mouth, and realise I could just use the multi-cut tool to draw the teeth inside the circle then extrude the polygons inside the mouth between the teeth. So I turbosmoothed everything again and found that looked good.

Then I started on the nose, with the multi-cut tool, and I connect the loose vertices, in the centre of a polygon, to try and do topology with it the best I can do with no prior knowledge of the topic. Afterwards, I extruded the polygons, on the noses, out to form the roundness of the nose. Therefore, I thought the devil would look more natural with nostrils so carved them out underneath and extruded them inwards.

Afterwards, I drew out the two vertical ovals so I could extrude these new polygons inwards to create the cavities for the eyeballs. Then, I flattened a sphere vertical to create the devil's eyeballs to put in the cavities. I wanted to cut the flat spheres in half to create a wavy slit inside for the character's pupil. But I came across a problem when splitting the 3D shape in half, as I was cutting the shape the two half's were unsymmetrical and not even. So made the eyes look wrong.

So my solution was to use a vertical cuboid that I could turbosmooth to look round like a flat sphere. So I used the multi-cut tool to create the wavy line in the middle of the cuboid, then when I selected half of the shape and tried to pull it away from the other all Maya did was extrude the shape rather than pull it apart.

So I found out I had to extrude the shape to create polygons between the line then rove these polygons to get the gap (But after the project was done I figured out that I could have separated the polygons to pull it apart then connect the shape back to the other shape so they would move as one shape) then put them in the eye cavities. I added more turbosmoothed cuboids inside the gaped cuboids to create the pupils of the character.

Afterwards, I started modelled the fingers of the character, as it would look not that right with just stubs for hands. So I went back to the unturbosmooth version to see the flat hand to create the fingers. So I had to figure out how I would create the polygons that I could extrude out. So I was going to create them with the Multi-cut tool but the edges wouldn't be straight so I had to find other way of doing it.

So I tried adding dimensions (polygons) to the single square polygon (See video at 1:05:12 to 1:26:22). But this way had some problems when I was turbosmoothing the model so I had to find another way. So I scale extrude the polygon face inwards to create a square within a square then I moved around the edges to create a rectangle then split the rectangle into four squares with spaces between them so I could extrude them out to create the fingers.

After finishing the fingers I had to rotate the arms so that they were in the right place. Then I started created the toes for the character from the already made polygons in the legs so I extruded them out to create four toes on both legs. Minutes later, I had remove some edges around the face with the Edit Mesh > Delete Edge/Vertices. I had to sort out the vertices on top of the head to the right height.

When looking at the side of the characters face, I noticed the check was too pointy so needed to round out the check. After getting feedback from family they said that the toes didn't look right so they suggested for me to turn the toes into craws like a dog's dew craw that curls around. Also the foot needed spreading out to be rectangle rather than stumpy then made the claws pointy.

So I wanted both feet to be identical so I selected the polygons I wanted to duplicate and pressed Ctrl+D which duplicated the whole model so I right clicked and pressed invert selection to select everything I want to delete. Then I moved the duplicated foot where the other foot is and lined it up with the other leg positioning it just right.

I removed the leg from under the new one then positioned it beneath the other so I could connect it but I had to figure out how to do this as at the moment they are separate objects. So I put the new leg layer into the main model layer so to make the leg the child to the model (parent). But when I tried to target weld the vertices together it wouldn't work, as it wasn't a complete model.

I had a few problems with the target welding, So when connecting I tried to use Multi-Cut tool but that won't connect vertices just add them with edges. I tried everything so those vertices would weld. So I figured out that I had to unparent/ungroup the object before selecting them both and pressing connect to combine them to be one model so I could target weld their vertices.

After I combined the objects, target weld let me connect the vertices together around the leg. When I was welding the vertices I accidentally combine more than two vertices together so I had to start connecting again. Some vertices kept connecting to the wrong one, so I found out if the vertices is yellow it connects. Some vertices weren't available so I needed to add vertices & edges for the spares of the feet to connect to (See 2:49:32).

 Later on, I notice a edge that was moved through the shape sticking out so I moved them inwards (See 2:55:56). The belly was sticking out, already rounded but the chest was flat so had to pull out the polygons to round it out. I also round the shoulder blades in the back of the character then rounded out the butt even more and got rid of the ridges.

Finally, I added a edge loop, with the Multi-Cut tool, to create the character's wrists then rotated the left arm forward.