Creating a 3D face using 3DS Max is a unique experience for a novice to the programme. To solve the quad line problem of the previous week, simple changes had to be made in the settings of how the package uses and displays the photograph; basically the bitmap needed to be matched between the jpeg image and 3DS Max to allow the trace lines visibility.
Using the line tool and using vertexes quad lines were drawn over the face to create a foundation for the work to be carried out in the next stages.
Once the quad lines were complete it was necessary to change the users view to the left side. Using the profile as a positioning guide, the quad line points were pulled to align with the contours of the forehead, eyebrow, eye socket, nose, mouth and chin. The combination of these two steps allowed for manipulation of the remaining quads to create eyes, nose, cheeks, lips and chin.
To create a smooth, shapely face without wrinkles, creases or unrealistic dips was a timely process and involved constant realignment of quads with test renders to view the effect each changed shape and line had on the overall appearance of the face.
The eye socket was built using editable polygons; the eye contours were manipulated around the eyeball and shaped to resemble the same curves of an authentic eye area.
The nose was built in much the same way; the original quads outlining the face were pulled into a nose shape similar to my own which involved pulling it up slightly at the tip of the nose and maintaining a straight strong line through the middle.
For the lips editable polygons were used once again to create the fullness and shape. Instead of being flush to the face the mouth is slightly extruded and cuts almost in half in the centre of the top lip as mine do. The bottom lip is rounded and full, and both are bright red in colour both to show off their shape and because the original photograph used to create this 3D self portrait portrays a bold red lip colour.
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