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Patch Model a Head in Maya - Part 1
Patch Model a Head in Maya - Part 1
sdb1987, added 2005-09-06 11:22:04 UTC 147,460 views  Rating:
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Page 3 of 3

If it still is twisted in some way, check U direction and play around with it again.

Continue merging surfaces so it looks like figure 13,



try to merge as large areas as possible which means less amount of patches. Now you want to delete the history again and then rebuild the surfaces to avoid the creases that otherwise would appear where the patch edges once were. Go 'Edit surfaces -Rebuild surfaces' and use the settings shown in figure 14.



Step 9.

Now it's a good time to add the rest of the model, starting with the eye socket. Rightclick on the surfaces surrounding the eye, select and drag the outer isoparm of each surface until you have 3 isoparms on each surface that you're about to insert (hold Shift for multiple patch selections), see figure 15.



Out of the recently added detail you should be able to pull and shape that area into eyelids (without thickness) - see figure 16.



Add 2 more isoparms close to the inner edge of the patches surrounding the eye - see figure 17.



Pull the second and third row of points (the ones recently added) down and outwards, hiding the outer row - see figure 18.



Step 10.

Continue to the nostril area. Insert isoparms as shown in figure 19



and move the inner rows a bit farther back, then shape the outer area so that the topology hides a bit of the nostril hole - see figure 20.