We will analyze various head dimensions based on real world measurements and get Maya set up with proper scene units. We will focus on using the distance measure tools to measure out head dimensions and adjust the base mesh to fit average head dimensions. We will then move over into sculpting and get comfortable with sculpting and facial forms and ultimately sculpt an average proportioned generic head.
This week will focus on the beginning steps of creating a digital double from photographic reference. We will look at image planes, focal lengths of cameras and what to look for in reference and how it relates to sculpting and modeling. We will be working on the same digital double head for the next 4 weeks, focusing on anatomy and form of various parts of the face each week.
We will import the model into Mudbox and focus on sculpting the lips, neck and nose. We will look at anatomical reference to better understand what is happening under the skin and apply that to our sculpt.
We will focus on the anatomy and forms of the eye region of the head. We will also look at modeling techniques for eyeballs for game assets and for rendered cinematic assets
We will look at finalizing the sculpt, adding high frequency detail and addressing how to add hair.