Adding Facial Topology in 3ds Max
Pluralsight
Course Summary
In this course, we'll cover methods for adding topology to our existing model to make creating mouth shapes and expressions feasible. Software required: 3ds Max 2010.
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Course Description
When focusing on animation, having a character to work with is important. In a previous course, we covered the process of building a basic bipedal character that we could use to practice our animation. The character can work well as we attempt to show action and emotion through only the movement of the body. While this is great practice for getting the most out of our character's body movements, at some point we'll probably want to start creating facial expressions and even make our character speak. We can do this by adding geometry to define the mouth of our character. In this course, we'll cover methods for adding topology to our existing model to make creating mouth shapes and expressions feasible. We'll use a variety of tools in 3ds Max to manually add and remove edges and generally reroute the geometry as needed. We'll also add geometry for the interior of the mouth and make sure the head is reassembled with the existing body. Software required: 3ds Max 2010.
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Course Syllabus
Introduction and Project Overview- 0m 59s
—Introduction and Project Overview 0m 59sAdding Facial Topology in 3ds Max- 55m 52s
—Isolating the Head Geometry 4m 20s
—Creating Initial Mouth Edge Loops 8m 34s
—Redrawing the Cheek Geometry 8m 2s
—Shaping the Lips 8m 40s
—Modeling the Interior of the Mouth 6m 22s
—Building the Teeth 7m 28s
—Adding the Tongue 8m 12s
—Reassembling the Head and Body 4m 11s