With the base now ready, the first step was the join the 'cap' to the tips of the finished face. Enabling the 'snap' tool, the edge vertices of the tip of the 'cap' were pulled and joined to the top of the face mesh. With this complete, the next step was simply to fill in the gaps at the side of the head (Around where the ears are). The finished form is above, however, you can see the mesh with the quads in the image below. The majority of these quads were taken from from the initial sphere shape. Instead of pulling out new quads, I used the majority of the ones already present, and just moved them lower down the head (Whilst ensuring I kept a smooth line of quads). A couple were created to fill the occasional gap, but the majority of the side of the head you see is from the initial sphere. To be honest, I ignored most of the head topology that was drawn in beforehand, and worked more on looking how the edges of this part flowed. At the time, this was simply me messing around to see how the head might connect to the face... it wasn't intended to be the 'official' construction. Of course that was before I saw it click together quite nicely! Once the side of the head was all connected up with the face mesh, the 2 segments were attached to each other (The face was selected and 'attach' was selected, followed by the selection of the skull), and vertices all welded (To ensure the connecting vertices moved as one). With the back of the head completed above, it was then time to work in the neck and the chin.
Fortunately, with the top of the head completed, it was easy to create the quads for the neck. Before I did this, I pulled out a single set of faces from the chin (Using the entire set of edges from the chin that weren't connected up to the back of the head). This allowed me to at least have a chin! (If the neck quads were pulled straight down from the tip of the chin, my entire head would be one with my neck). These faces were tucked under the chin leading to the neck (The darker line of quads under my jawline in the above image) and any linking vertices welded where necessary. From here, I now had a perfect neck shape from the edges. I was quite literally able to select all the edges on the tip hole where the neck would be, and drag down a new set of faces (Move + shift key, remember?). I performed this a few times to get a nice batch of faces to modify round the contours of my neck (As opposed to a simple face that would create a very flat cylinder/cone shape). In particular, I needed a nice set of faces around the area where my Adam's Apple resides. The cluster of vertices allowed me to pull out a small notch at the front. As for the rest of the neck, I struck pretty lucky!

If you look at the neck (particularly on the side view), it looks as if there are veins/muscles in it. I will admit that this was a simply a superb and lucky coincidence! When I first pulled all the faces down for the neck and spaced them out to form the initial contours of my torso, a few uneven vertices meant that slight 'tubes' emerged from a single edge vertical sticking out a little bit more prominently than the others. This immediately created the illusion of veins/muscles, and were subsequently kept for obvious reasons!
Theres not much I can say Steve apart from another stunning piece of work from yourself!
ReplyDeleteAlthough, theres such a strong case for this being your alter-ego in V.R form, that I might have to request to see him in a brief animated video just to see how he could become ever mor sentient :P Cheers for your comments btw =)