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Master's Project - Head Modelling

I was pretty unhappy with the initial base mesh I had built in Maya that I then took into ZBrush. I had intended to use this mesh as a base for my Master's Project as well but I wasn't happy with the topology so I started again in Maya. This time I just aimed to create the head that I could use to test how the wireframe might look.




I started off by sketching up what I wanted the character to roughly look like in Photoshop, taking some inspiration from celebrity photos. Then I loaded these image planes into Maya to begin modelling.


After watching a few different methods of how to build a head in Maya I started with a single plane and slowly built up detail and geometry as I needed it.






Considering I wanted a low poly, stylised, hard edged look, I may have too much geometry in this initial model but I'm much happier with it than the base mesh I had created.


I also did a quick wireframe render and overlayed it in Photoshop to see what it might look like when my character starts losing polygons.


I'm not entirely sure if I like this, I may have to switch on 2-sided rendered to see the other side of her head or I might have to put a shell on the model to get the same effect. I could also just make the wireframe up in Photoshop which could be slightly more creative and detailed and not just follow the real wireframe.

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