Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"I, Robot"
Added on: Fri Nov 17 2000
Page: 1 3 4 5 6 7 8 

And there we have it, the basic neutral head model.



Now it's time to think about the facial expressions.

At the end I made 15 different expressions because I decided that I want to use the model for other purposes as well.
Having 15 different expressions gives you a nice degree of control over the face. Making blendshapes in Maya is very easy, there is only one problem, you cannot duplicate and mirror blendshape geometry (as far as I know anyway).
This means that a head that has been tweaked to raise it's left eyebrow cannot be duplicated and mirrored to create the raised right eyebrow. (by the way, if anyone knows a way around this please let me know :).

To make this process a little easier I deformed the heads with a lattice, this gives you less points to tweak and speeds up the rather tedious process of mirroring the expressions. Every time an expression was finished I mirrored the (tweaked) lattice and used that as a template for it's counterpart. By using pointsnap I could then snap the points of the new lattice into the right shape (are you still with me?)



Make sure that the each face has a proper name like "smile left" and "smile right" these names will appear later in the channelbox, so this will make it easier to select them from the list.

Put all the different heads in a separate layer so you can make them invisible when you don't need them. You could even delete them but I would not do that until you are absolutely satisfied with the result.

Now select all the heads one by one and select the "base" head last (the one with no expression) then go to "Deform" and select "Create Blend Shapes". Voila, you now have an almost endless amount of different expressions at your disposal.



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.