Mudbox Head

The beginning starting out with the default head

1 beginning

Shaping the head and making it look more feminine

2 shaping

Moving on to defining the nose and mouth and adding more subdivisions

3 nose mouth

adding the eyes, using spheres to see the placement of eyeballs and how this effects how the eyelids will sit, freezing them so I dont effect them when sculpting. Eyelids folded weirdly

4 form eyelids crease problem

Retopolised to fix the weird eye folding

5 mirroring and divisions

added more details, tweaking and made the neck thicker to suit the head size

6 finalising face

moving on to the ear, giving it a basic ear shape

7 ear

looked at my own eye to get the right shape

8 ear details

lots of subdivisions

9 finalising head

moving on to starting the hair and making a basic shape for it. made a new layer to create hair and freezing the face to raise the hair up, without effecting the face

10 freezing layer adding hair

Started making indications of how the hair will flow round the fringe area

11 sculpting hair .png

Finalised face without hair;







Final head sculpt;


Got to keep practicing

I had a drawing itch that needed scratched.

I always avoid colour because I always feel that I never get it right and I end up ruining the the original line art. Well now its time to start working at that more and make my drawings better, I need to learn to make colour my friend.


Imaging and Data Visualisation Reflection

In my second semester of Animation we started our new modules one of which was Imaging and Data Visualisation. Imaging and Data Visualisation involved two tasks, this was to build a “Floating City” in Autodesk Maya and then present the data in a visual way which is done in teams and then the second task was to model our own head using Autodesk Maya. Both projects allowed me to learn a lot about modelling and Autodesk Maya, and I do really enjoy modelling in Maya so I was excited for each of these projects. I loved learning about Rome in the Floating City project and being able to take Rome and imagine what it would be like to have it as a floating city. I would have loved to be able to do more for the project though because I heard about it before joining the course and I loved seeing the now second year work for it.

The head model project was also something I was excited for, from the get go I was researching tutorials and looking at what way was best for me to do it. It was really interesting learning more about topology, even though I’m not sure if I got my topology right in my head model, it was still fun to do and the human face in general, I would love to create a character and rig the face, to actually bring your own character to life is something that I always find enjoyable and rewarding. I felt I learnt a lot with this module and I want to keep improving and becoming better modelling, as well as to of course keep learning from my mistakes with the help from very informative tutors. I hope to be able to find what area I excel in and what I really want to do in animation.

Overall Imaging and Data Visualisation was a very interesting module that I felt I have learnt a lot from, it was very challenging in parts. I also learned that time management is key and that you should never be controlled by the machine, let loose.

Once again thank you for such a great first year of animation.

Head Model: Head Journey

I looked up many head model tutorials and found this one by James Taylor that i found worked for me best, I liked how he kept the head topology fairly low and it was easy for me to follow.

As I followed his tutorial it was going well until i got to the nose and that where it got confusing for me. There as a lot of extruding and deleting of faces to get rid of any ngons or triangles, without the tutorial I don’t think I would have done this successfully. When it came to doing the cheek I didn’t mind this part because I used my research to get the correct placing of my cheek bone and surrounding fat in my cheek area and as well as staring at my face in the mirror I had while modeling my face.

getting there

I eventually figured out how to so the nose properly, using the bridge and extrude tools then combining them to the side of the eye mesh. I then extruded the eye inward to create the eyeball and eyelid, then added creases to the mouth and eye area to define them when you hit the smooth view. I prefer to work in the non smoothed view as it is easier for me to see what is going on with the mesh, plus our tutors always told us not to rely on the smooth tool.

nose and crease

I then moved on to creating the back of the head so i got a square, put up the decisions so that it would become round and I started adding and removing sub divisions so that it matched to my own forehead divisions so that I would get that even flow. The side of the head was a lot harder to match up as I had to tweak how the topology would flow in this area and sadly the tutorial didn’t go into much detail here so I tried my best to get the right look for it. It then came to the time to add the dreaded ear which i was not excited for at all. The tutorial also did not go into detail for the ear and because it was low poly I didn’t know what to do for it but I gave it my best shot. I extruded the faces and tried to get the right placement, it didnt help that my images didn’t line up here but luckily I had my trust mirror and done my research as I knew that the top of the ears line up with the eye and the bottom of the ear line up with the bottom of the nose. I followed the basic shape of my ear and extruded in and then in again to create the outline of my ear.

After getting the right ear shape I tried different ways on getting the inner ear done but it just wasn’t working, it looked weird and lumpy with very messy topology so I decided to leave it as it was and move on to do the rest and then hopefully come back to it with fresh eyes and a new idea.foreheadear

from here I mirrored it over but it did not look like me at all, It needed a lot of work especially the chin area, so I went back to the drawing board and got back up to speed to where was originally at.


After fixing some areas I also felt that there needs to be more definition in places to I added some edge looped where my cheek bone and bridge of my not is so that I could define it better and have more of my facial features. Referencing my post on my defining facial features that I had made. I then pulled at the vertex’s to define them more and to also add my button nose and the bumps that I have at the side of them.


When I smoothed it it let me see if my jaw needed more tweaking and it did, I felt that it wasn’t rounded enough and dipped in to much in the middle as you can see below. I also added a neck, looking back on the post I had made on drawing heads as it talked about neck fat, as well as facial anatomy and my Pinterest board to help me through this. This too a while to get right, I noticed that when I added the neck my chin didnt line up the curve to the neck and the fatty tissue in the neck brought it down too much and I needed to tweak it and bring the chin up a bit more, this also helping it to look like my chin more as I felt it looked too pointy.

I then continued the neck and brought it round to the back to create the back of the neck, making sure that it stayed fluid and matched it up with the ears okay. I then the neck so it would have the smooth curve down to where my shoulders would begin and made the mesh straighter for this as well.progress

I wanted to add more of a curvature to my lips to make it look more like me but that resulted in me created triangles, which is a big no no especially if its on the mouth which is a main source of expression in a human face, but I could not figure out a good way to fix these triangles without adding more loops or creating messy ngons, and making my topology messy. I definitely need to work on this more and figure out ways of fixing triangles in this area.hmmtriangles

When I mirrored it over and tweaked it to line up with my other side of my face, because my left eye was slightly higher, the left side of my nose was slightly bigger and the left side of my jaw was more square, but I also noticed that my face looked too slim compared to my pictures as well as compared to what I was seeing in the mirror, I also noticed that my cheeks needed to be pulled forward in the side view because my cheeks are a lot chubbier, so I definitely had more tweaking do to make it look more like me.

When I added the crease around the lips I found that it made it look weird and overlap in the corners, I tried different ways of creasing it so that the corners would not over lap and spaced out the side of my mouth topology to make it look better.toothin

After tweaking it and making it have more of my defined facial features I found that it looks more like me in the non smoothed version rather than the smooth version.  I added creases to some edges and vertex’s around the eyes, nose and mouth to make it look more like me in the smoothed version. You can see the edges and vertex’s that i have added creasing to in the unsmoothed head model below, they are the thicker lines. I also added a cupids bow by extruding inwards and adding a crease to the lower part of the cupids bow. I tried to make the nose look more like mine, as I have bumps at the side of my nose I tried to replicate this but its not that easy when its low poly but I think I did a good job with it head model

Here is my family of heads;thefam

Final head model spin;

Overall I am fairly happy with how it turned out, for my first head model I’m proud of myself that I could even remotely make it look like me, even if it looks like a manly version of me. I’m excited to learn more in this area though, I do love modelling and I definitely want to improve on this more. It would be fun to create a more realistic one of myself in the future and then compare to how I began and what I know in the future, and maybe add hair, or possibly even animate it.

Head Model: Nemo Filipovic

Nemo Filipovic illustrated a guide on how to draw heads, and goes into detail in a understandable way about form, skeletal features and facial features, as well as fat in the neck.

Filipovic, Nemo. “HEADS UP: Drawing The Head From A Low Angle.”. N.p., 2016. Web.

HEADS UP: Drawing the Head from a low angle. by NemoNova

Head Model: Sara Wilde

Sara Wilde, who is a concept artist and 3D generalist, working for Evodant Interactive, which is a Winnipeg based game company, created this great illustration on proper workflows in 3D Modeling. This was incredibly useful as it broke down why working with quads are important and also gives an example of topology, and the different polys and what they look like.

New Narratives: Narrative

Narrative, Narration and Narrator

How do you understand narrative?

The narrative tells a story with a beginning a middle and an end, it also takes many forms including linear narrative form and non-linear. Our engagement of story depends on our understanding of pattern of change, stability, cause and effect, time and space.

If there is a random string of events it is hard to understand narrative, you can try to make sense of it in your head by you will never truly know if that is the true narrative. Its important that the narrative makes sense and actually tells a story that makes sense for the audience.

It can be hard to just tell a story through just the actions, you need the narrative to go with the actions so that it explains the story, otherwise it would be very confusing.

This is a great article where Michael Arndt talks about the things that he learned at pixar to writing a good beginning which was really interesting;

Read your love story again and figure out how you can tell this in different ways

Floating City: Taking over

Since I made sure to have my models done by the date that we set ourselves in Asana I ended up having to help Cliodhna because she was struggling with Maya, I offered her my help and she asked me to take the entertainment area off her hands which I didn’t mind. I went on to do some research on what the entertainment area should entail and continued from there. I looked at the likes of a very popular bar in Rome called the Stravinskij Bar

I went on trusty google maps and moved myself through Rome looking at all the buildings and what their bars looked like. This game me a good idea for what the bars, restaurants and cafes should look like in the entertainment layer of Arcadia should look like. I then added in a historical landmark of Rome called the Circus Maximus which was used for chariot racing and opera plays which was Romes source of regular entertainment.

This entailed a lot of duplicating because of its many seats. I then added in fountains that Hollie had made and Columns that john had made into the entertainment layer as well as creating some new ones too. I also added archways and columns to the exterior of the Circus.


The the likes of the restaurants and cafes in the area I also made little seating areas which was fun to do and I felt it added a nice touch to the entertainment layer. Then i went in with the texturing to give it a but of colour and then when in with the lighting as seen in the below image of the finished entertainment area;


John also needed a hand with the Historical layer and gave me the task of creating the Palace of Justice in Rome, I did have to go on google maps again to make sure that i got it accurate looking;