Are you a 3D artist? Are you looking for some inspiration? Do you just want to collaborate or know who your fellow ModDB artists are? Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D, then this is the group for you!
Tutorial on modeling a head of organic, style anime.......
Posted by Madara_Killer on Aug 18th, 2011
Intermediate Players Modelling.
3D modeling of organic objects is much more difficult than the creation of geometric elements, and we can see that very easily when we compare the structure needed to represent characters and scenery objects. But the difference does not mean that artists who specialize in modeling geometric elements have less work and is actually a specialty area that ends other than those requiring specific knowledge necessary for modeling organic 3d.
People who are interested in organic modeling end up spending more of their time to the study of anatomy and other details that can make a difference in their projects, and artists of geometric modeling study more the creation and structuring of the models to represent the details of According to technical plans.
If you are still studying 3d modeling and would like to have an idea of how to create a 3D model organic, representing the head of a character in the anime style, the video below will be of great help.
An artist in this video shows the process of creating a head in 3ds Max, using a technique known as time-lapse, in which the video will play at much higher speed than what was used originally.
The 3D model is created based on various cuts made on a basic grid, and will be worked slowly until the end result is the head of a character. The process is interesting, but very dangerous to manage, because this huge amount of cuts eventually ends up giving rise to poles which are not desirable for animation. 3d modeling, the poles are vertices that receive less or more than four edges, indicating the existence of N-Gons. The problem in this case the deformation is carried out on models of the characters who end up not being too soft.
Even with this little problem in the procedure, we can learn a little about organizing topology and use this tutorial as a guide to playing the same character in other software. 3ds Max users should be easier because the entire tutorial uses the tool to create the face, but in other cases should not be too difficult to adapt the techniques, because the polygonal modeling is universal.