



Next, I imported the skill into Sculptrus for extra editing and to smooth and exadurate in the areas that it was needed.

Once I imported the skull back into Maya, I made a side by side rendition of both skulls, then decided to improve upon the smoother rendition by creating small cracks and indents using an overlay of the skull's front face. I did this by cutting out the face section of the skull then creating small cuts and indents in it before then implanting it ontop of the existing skull. This gave a much more detailed effect and may be used in future projects.

Finaly, I imported the smoother model into my face model's Maya project. From there I used the proportions of the skull in an attempt to create an accurate scale of a human head on my existing model.
In conclusion, I believe I did well on this model and will most likely be re-using it in the future. This is due to the detail and accurate scale of the skull, due to the images of a human skull that I used. However one problem with this model, because I imported it into Sculptrus, is that instead of using normal square polygons it instead uses triangles, leading to some problems with its use.
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