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.Modeling for Facial Animationin Alias Power Animator | |
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Step one: Building your character's face.
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When building your character's face, it is important to add
detail where necessary and limit detail where it isn't. In
particular, add isoparms to the mouth and eye socket areas.
The additional isoparms will allow you to better sculpt the
surface, providing finer control over the topology of your
model. Creating your model as one single NURB surface is the ideal, however forming single surfaces into recognizeable shapes is a bit tricky. Think about using seperate parts and using blend surfaces to join them together. | |
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Copyright © 1999 ralph de stefano. all rights reserved. reproduction without permission is prohibited. last modified may 5, 1999 |