Ok,
I'm kinda done.... in that I don't think I can tweak it anymore without making it worse.
This was by far the hardest lesson of all. Absolutely brutal.
I made my poor 5 year old nephew look like a longshoreman with a 5' O'Clock shadow.
There is some blurring of the decal where the 5 point patches are in the area between the eyes and nose. I could not resolve that. The black rings around the nostrils... I could not resolve that either. In fact when I rendered the image under the "Toon" setting it actually looked pretty good except those black lines on the nose became really prominent.
Robcat.. thanks for all the advice... As I said in my previous post I didn't want that end to be a hook. I couldn't stop it. It seems, and this is ony a guess bases upon my experience, that when a spline dead ends on both ends as that spline did (it would have eventually mated on the end when I did the copy/flip but when I sent it to you it dead ended at both ends) one end MUST become a hook.
So I removed the entire spline and attached it with extra, superfluous CP's and then deleted the extras and it gave me CP's on both ends like I wanted. I had intended to make the end near the corner of the mouth a hook like you suggested but I ended up keeping the CP and dead ending it there because it looked ok. I don't know why it looked ok... it probably shouldn't... but it does. Even before I decaled it, it looked fine.
Also there is no doubt that I have too many splines. I definitely added too many. I was trying to add detail in the face, the little cleft between the lips, the wrinkes around the eyes, it has caused and is causing me problems with the smoothness of the model. The face looks rugged. The biggest thing I was trying to get right, and the place I most clearly failed is the nose. I added a ton of extra CP's on the nose because the lesson seemed to enourage that:
QUOTE
Try not to make the spline to heavy, but give yourself enough points where you need them.
Notice the concentration of points near the nostril? They're there for a reason. They will allow the nostril to curve nicely upward into the nose.
If you don't add enough now you can add them later, so don't worry about the details yet
I read this as encouragement to inrease the number of CP's in order to add detail. I guess that's not right.
Is this one of those times that modelers who don't know what they are doing would use "Porcelin" to smooth things out?
Robcat, I didn't entirely understand what you wanted me to do with the mouth, so I left it the way it was. It seemed to work ok... but I don't know if it would give me trouble later if I tried to use it for animation or something. I extended the lips inward once the two sides were joined. I'd be interested to know just how badly I screwed this up and a better way to go about it. The lesson suggests 5 point patches there but I got confused when it said:
QUOTE
Add a spline for the bottom of the mouth then extrude it once to
create a lower lip.
Because in actuality, according to the pictures in figure 5, you aren't creating the lower lip you are creating the area under the lower lip. The actual lower lip just appears in figure 6 without instructions on how best to create it and in figure 7 the book tells me to put a five point patch... right next to where it told me to put another five point patch in figure 5; something I know does not work.
Anyway, I'm attaching the final project file... the images I used for decaling are here already two or so posts up.
If anyone has the time to look over the project file and can tell me how to fix the nose I'd appreciate it. Obviously I should start by removing an asslode of splines. I may have to take another run at this one. What do you guys think?
EDIT: The last one is a "Toon" setting render in which I got rid of the Toon lines. I don't know if that's cheating or not.
Also, Robcat I forgot to mention I did remove that hideously large movie file. I think I'm going to have to do some research on Quicktime codecs.