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Modeling a NURBS head (General Concept Tutorial)
Modeling a NURBS head (General Concept Tutorial)
sdb1987, added 2005-09-06 11:16:04 UTC 215,722 views  Rating:
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Figure 7-17 Four views of all the ear curves.

Loft all the curves. If you have a history option, then adjust the curves until you are satisfied with the shape of the ear (Figure 7-18). The isoparm or curve that connects the ends of the original curves will be the one that is projected onto the head in the next step. It should only be altered by manipulating the curve with history on.



Figure 7-18 After lofting the curves and keeping history on, adjust them to shape the ear.

There are two options available after modeling the ear. Some prefer to just stick it against the head to avoid using fillet blends. As mentioned before, the reason they refrain from using blends is that they often take extra time to update during the rendering process. They say that there is a noticeable flashing that occurs with blends. Since the area around the ears does not really become deformed during facial animation, it should not matter if you use blends to attach the ears. If you decide to use fillet/blends then follow the next step.

Place the ear slightly away and close to the head. Select connecting isoparm or curve on the outermost area of the ear closest to the head. Duplicate it and enlarge it somewhat. Hide everything except the head and the curve that will be projected. Select this enlarged duplicated curve and the head itself. Project the curve on the head and then trim away the projected portion to make a hole in the head where the ear will be attached (Figure 7-19).



Figure 7-19 Trim a hole for the ear blend.

Make the ear visible and select the first isoparm that is closest to the head. To make the blend between this isoparm and the head, you will now need to select the outline of the hole that you trimmed in the head (Figure 7-20).



Figure 7-20 Select the isoparms to blend between.

Create the fillet blend (Figures 7-21 to 7-22).



Figure 7-21 The fillet blend.



Figure 7-22 The finished ear after fillet/blend.



Adding Eyes

Primitive spheres can be used for the eyeballs. Rather than trying to map a texture with an iris and pupil to the sphere, you may decide to make a separate iris for the texture map. The iris model can be made by selecting a horizontal isoparm from the primitive and then detaching the surface. The iris pattern can be either scanned or created in an image manipulation program through the skillful use of filters (Figures 7-23 and 7-24).



Figure 7-23 The iris is relatively small compared to the eyeball.



Figure 7-24 After texturing the eye, duplicate it and move it into the other eye socket.