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Patch Model a Head in Maya - Part 2
Patch Model a Head in Maya - Part 2
sdb1987, added 2005-09-06 11:21:16 UTC 61,919 views  Rating:
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Step 15.

In this case there was a problem in the area shown in figure 32, number 3 in the list of potential problems.

Sometimes, like for this one, you might not even see the multiple rows of CVs. Zoom in on the edge of the patch, select the row that is farthest out (figure 33) and delete it.

Select the next and delete until you have deleted the last one and the patch topology changes - undo it that last action and you can be sure there is only one edge row.

Step 16.

The global stitch in this area still doesn't work. Using number 2 in the list, aligning the patch to the underlying patch (where the stitch didn't work), makes a new parameterization for the oddpatch thus the new created isoparms. Delete the history for these 2 patches, then go into isoparm mode and delete the old isoparms - figure 34.

This time, the global stitch for the 4 patches worked - figure 35.

Step 17.

When you managed to get all the NURBS surfaces right, and did a global stitch on them you might get some areas that need some tweaking, most likely smoothing. As in (figure 36), the stitch made a few things that you might want to smoothen out, then stitch again. Before you do that delete the history.

Tweak tweak and tweak until you're satisfied with the result. Some helpful tools are aligning, edge stitching ('Edit Surfaces - Stitch - Stitch edges tool'), rebuilding, and of course CV pulling.

Then do a final global stitch. See figure 37.

It might still need more tweaking since you can see some creasing between the patches, but I'll leave it there for this tutorial. Also when textured it won't be this apparent.

Step 18.

Now all that's left is his crest. This will be a breeze when you've come this far.

Start with creating the 'sails' for the crest. Create curves as seen in figure 38 below, then select the first 4 in the order shown in the same figure, and go 'Surfaces - Square' and a surface is created. Do the same for the other sails, then rebuild all the curves using a number of 4. Tweak the curves if needed.

Step 19.

Create a cylinder ('Create - NURBS primitives - Cylinder') with 4 or 5 as number of height spans, and shape it into one of the horns, then copy this one (Ctrl D) to each horn from the reference picture and reshape it to make each one somewhat unique - figure 39.

Step 20.

What's left is mirroring the head. Select all head surfaces and the eye, hit Ctrl D, then go 'Edit - Group'. In the Channels panel, set Scale X from 1 to -1 and delete the history. Finally, select all head surfaces (meaning not the sail, horns or eyes, but the rest) and do a Global Stitch - figure 40.

When rendering you need to change the default tesselation values. In the Attribute editor, select each patch and under Tesselation, check 'Smooth Edge' and drag the slider to 1, and also check the 'Explicit Tesselation Attributes' under Explicit Tesselation Attributes. If it still looks too unsmooth in render, higher the value of the number 'Per span # of isoparms' in the Primary Tesselation Attributes.


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