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How to patchmodel a head in Maya
How to patchmodel a head in Maya
sdb1987, added 2005-09-06 11:24:52 UTC 68,783 views  Rating:
(1 rating)
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23. When you are done, detatch the surface
into the tree original pieces.

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24. In my example the eye-surface that is facing the nose
doesn�t match up so well with the isoparms.
To put the isoparms where they match up,
I shift-pick-drag new isoparms and loft
between them.

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25. Now we have sufaces that almost works.
They have the same number oft spans
and the isoparms is matching good,
but there are gaps between them.

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26. Select the surfaces and apply global stitch
with "Closest knot", "Equal Params" and "Normals".
The gaps hopefully dissapears!

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27. Delete history and start sculpting the nose.
Attach the two surfaces, edit points and
detach into two surfaces again.
When you move cv:s, beware of the two rows
that represents the tangency of the surface.
If you move these there will be a crack
between the surfaces.

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28. Deltete history and apply global stitch
to the other surfaces.

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29. Draw curves to form the forehead. Use the
curve editing tool for the endtangents

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