Lip modeling tutorial in Maya using box modeling. Check out my other videos for other parts of the face. Download these models for free at my blog, www.3DModelingH...
Great Tutorial! You explain the crucial things in observation, placing reference vertices and how to deal with details. All I need is here, Many Thanks!!
I use to be a 3D modeler at Rhythm & Hues. I was there for over 6 years doing modeling. That's where I fine tuned my modeling. What I'm showing here is what I've learned over the years. Only after so much modeling did I realize that modeling is simple. You don't need any fancy tools, just being able to split some polys and weld some vertices=). You can check out my portfolio at Weiarts.com. I use to do games too.
I used Mudbox before, not zBrush. I used Mudbox when I was working on the Hulk movie (Edward Norton). We used Mudbox to create all the muscle striations and other details. The Abomination was pretty fun to work on=).
How competitive is the gaming and vfx industry. It's very competitive now. Much more than when I was still working for companies. Lots of talents out there and work is harder to find locally. Just be great at what you do and you won't have to worry about finding work, assuming you want to work for someone=).
Thank you for this tutorial, it was eye opening, I've tried other methods and end up getting stuck or the edges don't always work with me, but this tutorial was a life saver. Thanks once again! :D
Hi Rajbir, thanks fro your comment and suggestion. I worked for Rhythm and Hues as a modeler, and they, like most vfx companies out there use box modeling. zBrush and Mudbox is an addition for details for maps, but box modeling is the core. That's why I chose to do videos on box modeling, because it's what will get you marketable for games of film companies.
zBrush, I don't have any suggestions. It's a powerful tool. A lot of sculptors use it to make toys. Concept artist use it to create characters. But in terms of jobs for game or vfx, it's still mostly box modeling. I don't see it changing anytime soon.
Good video Wei. I just got back into being a Lightwave 3D user so this is helpful to remember some of the techniques for going from low poly to sub d. Thanks for sharing! :)
Robert Marzullo Wow, haven't heard Lightwave 3D for a long time=). The technique is really all the same across different platforms. I tried Lightwave before way back and just never got into it. I found 3DS Max (actually 3DS4 back then) to be much more intuitive.
It is really just a choice in the interface. They both can do the same I believe. 3DS Max is just so popular with gaming. I used Lightwave because it was more widely known in the TV productions houses and that is where I gain work from so it seemed like a good move. Also the price point for me being a freelance artist made more sense. I will post some videos of what I accomplish in the near future. I will also being creating models using Zbrush and then applying retopology techniques in Lightwave. 2015 will be an exciting year! :)
Robert Marzullo Very cool. I'm using zBrush too but just scratching the surface. I still do most of my modeling in Maya. Yeah, I remember Lightwave was popular with TV productions. I haven't heard of LIghtwave for so long that I just assume they went away=).
No they actually made a bunch of great revisions in the new version. A lot of great updates to animation techniques and rigging. But I love the effect of sculpting in Zbrush and Sculptris. Feels like a very natural process. I am still a beginner in that area but I am working on it like a mad man right now! :)
Haha, I can't do them that fast=). Modeling I can get done fast, but it's all the video and audio that takes awhile. But I'm glad you're looking forward to it=). Also, these models are available for download in my 3DModelingHero.
Well, I would consider box modeling is digital sculpting. The models you see in games and film are polygonal models. Mostly subD models. Zbrush or Mudbox are sometimes use to enhance the model, but the models from those programs are not used. They just use the maps (displacement and bump) generated from the programs. So if you want to get employed, learn box modeling. If you want to just create creatures for yourself and for fun, then ZBrush and Mudbox would be great.
The REAL DEAL on your tutorials is the way you teach us how to THINK about the thing you are about to do ;) Alright then ;) Do you have a suggestion for zBrush ? :D
WeiWorks a very tricky part is the caruncula imho. Some people integrate it in the main mesh, some others leave it separated. Also the way edges flow on the outer corner of the eye is not the simplest ever, most people just make it a simple loop, which is probably not a good choice. Probably i find the eye the trickiest area since good eyes make the real difference between a believable face and a badly modeled one.
The caruncula we usually model as a separate piece, since it has a different shader than the skin. It's a very small piece so whatever works. That's how we model it for feature film characters.
I think when you say Box you refer to as polygonal modeling inside Maya? If i get that correct. Rand H is feature company so i dont think they wouldn't do zbrush unless its a hardsurface model or somthing that doesnt need an organic look. i was with Lucasfilms, LucasArts and ILM before and we always did POlygonal modeling and for high frequency details we used sculpting softwares and used the extracted maps. Its way different from gaming rez models. I would highly recomend zb for your self prjct
Amazing tutorial I just have one little problem I cant combine / merge the instance object. I have tried merging the vertices with the normal merge and vertices merge. any ideas. cheers keep up the good work
Yeah, instanced objects cannot be combined since they need to reference each other. The simple solution is to just duplicate one of the instance objects. That will get rid of the instances and then you'll be able to combine the two. If the instanced object was mirrored, make sure to check the normals as they are reversed. So check the normals on the duplicate one before combining with the other.
Thanks 365Pixelz. The symmetry is created by mirroring the object on it's z axis. Just turn on the 'instance' option on the mirror panel. In Maya, it's just the 'Duplicate' function. In Max, use the 'Mirror' function.
Kian Spencer Not really. Just model it without it. I don't know what you're modeling, but needing blueprints sounds like you're modeling something crazy=).
This videos is monetize on youTube, but I don't just much for it. If there's a better way to generate more revenues, please do share with me=). I'm still pretty new to this.
WeiWorks Embrace the social media, my friend! Post every new tutorial to Twitter with #gamedev hashtag, you'll be famous in no time. I already done some promotion for you :)
Kyr Dunenkoff Thanks Kyr, I'll check that out. I do have a Twitter account but have not used it for awhile. I'll do that. Thanks for your help, much appreciated.
great video , just asking I am looking for a clarified and documented way to model the mouth.Do you follow a certain method model a mouth , if so please can you send me the name of it and if you can point out some other methods will be great . Any help will be much appreciated .
Wei, you must work at a major publisher/productions studio/game studio some where. You are to skilled to not be. Or at least have some experience in the world. How competitive is it? My understanding that the industries, particularly gaming is growing every year.
sigh.I know that its meant to be slightly advanced but much will struggle on that blurry edge dissolvings and knife cuts due to constant viewport movement.
Jason Whyttes Because triangles are perfectly fine in subD models. The triangles turns into quads once subdivided. Also, triangles help create sharper pinch points that you might need in your model.
Really good question, I had the same and it's amazing how much this little dialogue here taught me. The little triangle in the corner of the mouth seems useful. Although I thought it's best to do quads in your cage so it's easier to add detail loops but I know it's good to take any advice and rules with a grain of salt and be adventurous enough to venture outside quad dogma.
Not really, you dont have to know box modeling, Box modeling is just a way of model and there are other methods, instead of starting from a Box you start with a plane. Its like patch modeling. Its highly recommended if you are planning to work for game, its a huge plus if you know zbrush or other similar sculpting software. Most of the AAA title characters are done in zbrush and then low res gaming mesh is made and then maps are derived from high res on to the lores as Wei replied. Learn zbrush.
Leo Svensson If you're a beginner, you'll need to get a manual for this in the bookstore. once you're familiar with the interface and it's functions, then you'll be able to model.
Thanks I appreciate your tips and insight =) Well I visited ur youtube channel and by The las of us fan art I can see that u know zbrush... maybe you could record some tutorial or just the work process while u are sculpting :D Think about it! Thanks
I can model hard surface either in 3D Max and Maya but i would like to model heads and human in general without resorting to reference images that is what i dream about)))
This is not really useful for beginners. Beginners need step by step tutorial. You re more just giving a broad overview with speed modelling amdots of technical jargon. This is more suited for intermediate