Friday 21 October 2011

Creating bump map


To create the bumpbitmap i first desaturated the image so that it was turned into a black and white image.


I then used the high pass tool found in the filter tab to turn the image into dark and light areas to make the bump effect in 3DS max more accurate and realistic. I set the pixcels to 0.8 as i didnt want the bump effect to create to much of an uneven surface.


To then add the bump effect to the face, in the materials editer, i added the bitmap file to the bump effect in the maps tab. To begin with this creates to much of a bump so i added a mix onto the material as well and had the bitmap as the first colour and then added a noise material as the second. This softens the bump and makes it look more realistic.

Creating the face bitmap


Using the rendered uvw map i made in 3DS max i opened it into photoshop and added a blue layer over the top. I then hid the blue layer and pressed control A to select everything and then control c to copy it.


I then made the blue layer visible and made sure i had that layer selected. I then used the quick mask tool on the bottom left hand side and pasted the image into the blue layer. This created a line drawing of my map in this layer.I then made the border of the line drawing thicker so that it could be seen more easily.


I then used the create mask layer at the bottom of the layers panel to create a mask making the lined drawing the thing visible with a clear back round. To finish this layer i then right clicked the mask part of the layer and chose to add mask layer. This finalises the layer and turns it back into a normal layer.


With my template layer complete i then opened my file with the picture of the front and side of my head so that i can create my face as a mask. To do this i used the laso tool to select different parts of my face.


I then copied and paste this shape into my mask file and resized and shaped it to fit into the section of the mask i wanted it to. I carried on these steps to start filling in the mask and recreate my face.


As all the parts may not fit together perfectly and leave seams and line were the colours dont match up properly i used the copy stamp tool to blend some parts into each other. This is done by holding Alt and clicking on an apropriate section colour and then clicking and dragging over the seam to bland them into each other. Although this works well if you go over a seam a few times the colour tends to become blurred and you can lose the quality of the pictrue.


Another tool i used to blend each section into each other was the patch tool. This uses the texture of other parts of the face to blend other sections into each other. This is used like the laso tool in that you first drag over a clean area and then click and drag the section over a seam to blend each section into each other. This tool dosent blur the image so is better to use rather than the stamp tool. Whilst doing this i uploaded the unfinished mask into 3DS max to see how the face was looking on my model. This is helpful as when ever you make changes in photoshop and then save it you can see what effect this has on the model as it changes in 3ds max straight away.


The final tool i used to make sure that the mask fit onto my model how i wanted i used the liquify tool found under the filter tab. This brings up another window in which you can slightly move the features of the face by stretching the image. I used this to slightly move my mouth so that it was in the right poistion on my model.

Thursday 20 October 2011

UVW Unwraping


To create the right material for my head i first had to create a template so that the picture of my face would sit perfectly on the model. To do this i used a tool called UVW unwraping which is found in the drop down menu and the modify menu, making sure that i had the editable poly section highlighted. This tool helps create a flat version of the 3D model so that all the polygons can be seen. For this tool to work i had to create 2 templates one for the head and 1 for the ear as the ear is a very complex shape. So to do the head i first used the paint selection tool to select every polygon in the head apart from the ear.


I then used the cylindrical tool so that the uvw mapping tool knows exaclty what i want to be flattened out. I resized this tool so that the whole head was inside the yellow cylinder. Once i had done this i then deselected the cylindrical tool and went into edit.


This brings up a new window in which the uvw mapping tool has tried to flatten out the model. Although it has flatten out most of it certain sections of the head where polygons overlap havent been flattened out how we want them. One area that this is very apparent is the eye, so to sort this out i used the face selection tool to select the face within the eye socket. I then went into the tool menu and used the relax tool. This brings up another menu and in this menu i changed the drop down menu to relax by centres and clicked apply a couple of times until i was happy with how it had flattened out the eye. I used the same technique for the nose.


Another area that didnt turn out quite how i wanted it to was the top of the head. All of the polygons in this area were far to close together. To solve this problem i used the same tool as before but instead of relaxing it by centres i changed it to relax by edges. I then relxed the area i wanted a couple of times again until i was happy with it. I also used the vetex selection tool to move certain areas that were oddly shaped or too close together and manually moved them myself until i was happy with how it looked.


I then moved onto mapping the ear. I first selected the ear by using the paint selection tool again but instead of using the cylindrical mapping tool i used the planar tool and selected the x plane. This creates a yellow box surrounding the ear. I then deselected this tool and used the pelt tool.


This brings up another window showing the ear and how it will be pulled out. I selected the outa ring where the ear was being pulled out to and moved it slightly to better line up and moved it out further so that the ear would be completely pulled out in the right way. I then used the start relaxing and pelt buttons to see how it would be pulled out until i was happy with the result. I then finalised this by cllicking on the commit button at the button. And then went back into the edit window to moce the ear map away from the head so that they werent over lapping.


Making sure i had the symmetry section highlighted on the right hand side i then added another uvw unwrapping modifier. This will then create the map for the other side of the head as well however to begin with they will be overlapping. Tos sort this out i first went into the edit panel and in the new window selected the right hand side of the head and used the mirror tool to make sure it was the right was round and the moved to along side the left hand side. i then welded each side to each other across the seam to create one map. I did the same with the ear however didnt wled these together as they are not attached to each other.


Once i had the mapping of the head done i then wanted to render the image out so that i could use it in photoshop. To do this i used the render tool in the tool menu. This first brings up a new window asking you what size and how you want to render out the image. I chose to set the proportions of the image as 2048 by 1024. I then hint render.


The image that rendered out was a black and white lined image of the map i had created.

Attaching the ears to the head


I created the ear in the same way i created the face by drawing lines onto the picture of my face and ear and then drawing them into 3DS Max and the moving into the right 3D postion. I then used tools such as extrude to create parts of the ear you cant see and so that there were enough polygons to then attach it to the head.


To attch the ear i then moved the camer around so that it was inside the head so that i sould see wehere certain parts of the ear should meet up with the rest of the head. As the ear has more polygons around its edge than there are in the head i need to reduce the number of edges. to do this i turned on the vetex snap on tool snd used the create tool in the right hand side panel and then drew in new polygons turning 3 edges into 1. This meant that the ear would fit in alot nicer and not mess up the shape of the head.


I then attached the ear to the rest of the head and target welded the corresponding vetex.


I finally used the vetex of the head and ear to move parts of it around to try and make it look better and more realistic.

Creating the rest of the head


To create the rest of the head i first used the sphere tool to create a ball and then moved it into position with the face.


After creating the ball i then rotated it around so that the polygons going to almost a point where on the sides of the head.


I then resized and shaped the sphere to match the shape of my head and changed the number of segments in the sphere to match the number of lines coming up from the face so that it would smoothly follow into each other. This makes it alot easier later on when trying to attach the sphere to the face.


As i dont need the whole sphere i next converted the sphere into an editable poly and selected all the polygons that i didnt need using the grow tool and paint selection tool. I then deleted these sections.


Using the existing polygons i then used the soft selection tool to move the points that would attach to the face to the correct position. To do this i turned on the vetex snap on tool on the top menu and moved each point to the correct position.


With the top of the head all lined up i then reduced the amount of polygons in the sphere by selecting every other edge along the side and then using the ring tool to select all the corresponding lines across the head. I then used the collapse tool found in the right hand menu this reduces the amount of polygons in the head and will make it easier to work with and render at the end making the file a smaller size.


To finish off the head i then attached to the face and welded it to the face by using the weld tool. I then draged across and down the edges of the head by holding shift and drag a new polygon out. I then used the target weld tool to make sure all vetex were attached to both the head and the face. I carried this on to create the side of the head and the neck as well as part of the shoulders that could be seen.

Tuesday 18 October 2011

Mirroring the face and Smoothing it


Once i was happy enough with the 3D nidek of half of the face i then used the symmetry tool to create the other side of the head. To do this i selected the model and under the modify tab i selected symmetry in the drop down box.


At first this tool may slight mess up your model as the symmetry line and the mirrored image may not be in the right place. To move the symmetry line i simply clicked on the + button next the the symmetry tool i added and then selected the mirror line in the drop down tree below the symmetry tool. This allows you to move the symmetry line into the right place. However to start with moving this into the correct place made my model disapear as it was trying to create the image on the wrong side. To create this i ticked the flip option which then created the image on the corrected line. luckily the mirror line was already on the right plane so therefoeee did not have to change this option.


After correcting these problems this is how my model looked. Producing this showed how certain areas of the face were not quite right, like the nose, and therefore used the vetex to corrected this by slightly moving certain parts of the face until it started looking better.


With the symmetry sorted out i then used the turbosmooth tool under the same tabs as the symmetry tool to smoothen the face out and moake it look more realistic. This again showed that certain parts of the face did not look right and therefore i had to go back and try and correct these issues.

Turning 2D frame into 3D model


With the vetex button selected on the right hand side i selected all of the vetex in my model and welded all the points together by using the square button next to the weld tool and the clicked ok. This means the object is now one sold model rather than lots of dettached squares.


Once the model has been welded together i made the mirror line on my model straight to make it easier to mirror the other side. This is simply done by selecting all the on the right hand side and then using the planar tool to put them in line. This tool has three planes to aline the points, for my model i used the X plane.


With these points still selected i then draged them out to somewhere near the edge of the side view of my face. I then moved each point out individually to line up with the side view of my face. I only moved each of the points in 1 direction so that thy do not move out of place from the front view of the face.


By pulling out each of points to near enough the right position creates a model like this. The hardest part of the face to create if the eye as you cannot see the inside part of the eye from the 2 pictures. Therefore this part has to be guessed and got as close to the real thing as you can.

Creating 2D Frame


Once the Photoshoped image of my head was imported into 3DS Max i could now start producing the 3D model. To start i used the line tool under shapes menu to draw over the red lines i had created on my face in photoshop. After drawing the very first square i then turned the snap on toggle tool to make sure that the next square i drew would attach to the first one and so on. To make sure the settings of the snap tool were how i desired i right clicked on the snap toggle button and another menu comes up as shown in the picture above. On default 3DS Max has the grid points selected this needs to be deselected and the vetex points needs to be ticked. This makes sure that all the corners of each face will be connected.


With the whole mesh draw using squares i then selected one of these squares and turned it into an editable poly by right clicking it and using the convert tool and convert the selected square to an editable poly. This will fill in the square and turn it into an object rather than just a line.


While this square is still selected i then used the attche tool under the modify menu on the right to attach all the other squares to make one object. This is easily done by clicking the sqaure box next to the attach tool whihc brings up another menu. In this menu will show you all the different parts that are currently selectable. I wanted to select all the objects therefore just used the select all button and then clicked ok. This then automatically turns each of the squares into an editable poly ready to be turned into a 3D model.

Wednesday 5 October 2011

Importing the 2D image into 3DS Max


To transfer the 2D image in to 3DS Max first we created a plane using the plan tool in the 2D drawing tools on the right hand side. This plane can just be drawn free hand as long as it is in the right kind of shape.


Once the plane is drawn the image we created earlier can then be placed onto this plane. To do this I first clicked on the material tool on the top tool bar. This brings up a new window. In this window there are spheres that represent different materials, at first all of these materials will be grey. To change this to the image I produced earlier simply double click on the material and use the bitmap tool. This will open up another window to add an image file to the sphere. Simply chose the correct image and load it and apply to the plane. At first the plane will change to a grey colour rather than the image this can be fixed by clicking the show image in view port in the material window, this will show the image in the main screen in 3DS Max.


Although the image has been placed into the main screen of 3DS Max the picture is distorted to fit it into the plane sze. This can easily be fixed by using a modifier on the plane. To do this I selected the plane and added a UVW modify found in the modify panel. This will bring up alot of different options on the right hand side. The tool i used was the bitmap fit tool which brings up another window, in which is the folder and image file. I then selected the corresponding file this then sets the image size to the right size. However this makes the picture larger than the plane size therefore the picture needs to be moved to fit correctly into the plane.


To do this i simply used the UVW modify the i used earlier and used the Gizmo tool in the drop down menu. This allows you to move the image freely around the plane so that I could place it into the right place. The plane, however, was also too small therefore, to change the size of the plane, I clikced on the plane and on the right there are tools for the height and the width so i changed these settigns until the plane was the right size.


So far I have only imported the face on view of the image. To create the side view is easily done by selecting the plane and then using the select and rotate tool. This brings up rings around the image to rotate it around. To create a copy of the plane simply hold shift while rotating the plane 90 degrees. This creates a copy of the plane and the image all that needs to be down is move the image on the new plane to show just the side view of the face. Each plane can then be moved into place to where I wanted them to be.