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