
Firstly, I created a small jaw by taking a square and elongating it sideways, then creating an even jawline. After this, I stretched the jaw out and created teeth before creating a sphere and editing it to appear as a skull.
Once I created the skill's base, I began to edit and exadurate features in order to create the features of a skull. I did this by adding additional pollys to the skull and then creating indents into the skull for the eyes and nose. That then led to me creating a sharper looking fall-off for both indents and the sides of the skull as well as shortening the width of the jaw. This gave the skull a significantly better look after I began smoothing many of the edges.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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