3D terpology especially within the face is the layout of polygons that have been manipulated to fit a model ready for things such as facial animation I.E..
There are many ways in which to model a head in 3D. In this tutorial, we'll look at polygon modelling with subdivision smoothing for mesh refinement. This approach enables you to create the topology of the face mesh in a very direct and hands-on manner. With NURBS modelling, creating a human head can be problematic, and the best method involves stitching multiple surfaces together. This takes an awful lot of planning and isn’t a method you can jump straight into. Polygon modelling enables you to correct mistakes more easily
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