Thanks Tom,
It's maya's subdivision surfaces, and this is the subdivided model. Its basically 'boxmodeling with meshsmooth', but I'm not using the heirachy levels yet. Everything here is on the base model (which is getting kinda dense, at least on the face). I'm doing some research about the benefits to using the higher levels as opposed to doing everything on the poly cage. I think on my next head, I'm gonna try just using hierarchy with a really low poly base instead of squashing everything into level 0 cause its just getting harder and harder to avoid non-quad poly's.
Oh and the ear was first modeled seperately, and now its welded to the head so its one continuous mesh.
Truthfully, I'm finding this very challenging but in a very intriging way. Definitely a growing experience!
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