WHY IS THIS GUY SMILING?

SKULLFLASH.GIF

DON'T YOU WISHED YOU COULD GET THIS MESHED-UP
AND STILL GET BONED?

Well, now's your chance...


WELCOME!
to
S.A.Y's BoneHed Mesh Tutorial

What was I thinking? All I really wanted was a mesh that could make those creases on the side of the nose.....oh, and total mastery of reality : )


BEFORE WE BEGIN, this is about a mesh not about how to make skulls(It just looks like that for presentation's sake), but you can do that if you want : ), otherwise I'd chuck the vertabrae. This is a very brief walk-thru to illustrate how certain key aspects of this mesh were constructed, it is vague intentionally to allow for improvisation of the end user. These are just the methods that have worked best for me. It's not the easiest mesh to make/manipulate*, but for those of us that aspire to that snakepit that is reality, you should know better by now. Granted, it may not be all that yet, but it's a start. Your Milage May....Uh...Y'know...........
And @ the bottom you can Download the .MDL Files

*The new BoneHed LITE allows for easier access to the whole BoneHed X-perience. ENJOY!

 It all came about as the result of how the nose was handled. The choice to use open notrils opened up different possibilities in the layout that I just couldn't get by simply pulling CP's up into the nose(Note: don't forget to check disclaimer at bottom). Basically, what you have is a pair "U"s. One right side up and the other upside down, crossing over each other at their bends. The GREEN(right side up "U") line goes up towards the eyes and the YELLOW(upside down "U") line goes down towards the mouth. The RED line displays the path that defines the outer nostrils. The inner nostrils are extruded up into the nose(not shown, for clarity). The nostrils here are 4-point loops, this seems like a good place to end splines if you desired more detail. 

 

This view shows how I took advantage of the ear to end alot of extra splines. Ones that would, other-wise, end up traveling down the neck, for those of you who like to add the ear seperately : ). So, perhaps you're saying 'but Scott what about hooks?' Well, what about em'? Doing it this way makes the whole process sound more impressive, HA! Seriously, why wouldn't you rather have all the smooth surfaces you can grab? You get this by connecting the ears AND it gives you a good place to end some extra splines, where there're put to good use. As far as hooks are concerned, I think they are great, but some one once said basically 'learn to model the hard way so that you're capable, before you start taking short-cuts(sumpthin' like that), and I agree, your choice. After this mesh, I think I'm ready for hooks. ( Note: this is my first ear and consequently the first one that I've attached, so this aspect of the process is less resolved/integrated. Still I think it shows promise. Also, if you look closely at the lower/back jaw area, you will see a hook, I was tired , so sue me. : ) )

LET THE CREASING BEGIN! Not really, but while there are no 3-point patches(in the front facial area, anyway), there are, however a few discontinuous 4-pointers. Three of them around the eye: two displayed by the PINK lines and one displayed by the RED. Location-wise, these seemed the best places to put them. 

Well, what can I say, pretty self explanitory, I should think. Again, seemed like the best place to put the creases. One function that tends to hang me up is the formation of a pout/puckered mouth. Maybe it's just me. I've considered adding another ring or two around the lips to rely less on the creasing ring to move the mouth forward/compress. 

 
 

ADDITIONAL NOTES: One of the things that I like about this mesh is that it seems to have room to add detail/addt'l splines with out too much complication. I threw a bone in the jaw, a little muscle action and viola'. If anyone would care to share on how to improve upon this approach, by all means, let me know. I particularly would like to know more about handling the eyelids. Comments are welcome.

 

DISCLAIMER/CREDITS

In no way is it my intention to criticize any one else's efforts in this area, but rather I am greatful that they presented their examples to the HASH Community, for all to benefit from, as I hope that I am contributing to. Further while I don't claim to be the first to do any of this, non-the-less, I worked real hard to reach this point, and as far as I'm aware no one else has presented this approach publicly. And, of course, Huge thanks to Team Hash, for the Killer Tools.

S.A.Y.'s BoneHed MESH

S.A.Y.'s BoneHed LITE MESH


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