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Tutorial
#1 - Realistic
Ear Modelling
Level:
Intermediate
Technique: poly-by-poly
Software: Maya
(but other software can be used like Max, Lightwave, XSI and others,
as they have good polygon modeling tools.
Copyright
Krishnamurti Martins Costa. 2003.
Translation
thanx to Mihai Pocorschi III - www.antena1.ro
This
tutorial is mainly aimed at those users with experience in polygon
modeling.
Poly-by-poly
is a modeling technique that involves constructing the polygons
one by one, aiming at drawing the "edge-loops" of the
object, similar to spline modeling. The objective of this tutorial
is to demonstrate how easy it is to use this technique, where loops
are "staged" from the beginning, instead of cutting the
mesh many times as it happens with box modeling.
.
This
technique applies to all software that have polygon modeling tools
(Max, Lightwave, XSI, Cinema, Wngs etc). For the purpose of this
tutorial I am using the Maya along with the CPS script that has
the same functions as NURMS in Max. The ear was constructed keeping
in mind the correct positioning of loops. This model is 100% QUAD.
Therefore, if in any image
you might see some triangles, you can be certain that it's just
the intersection of faces or the angle of the camera ; -)
Number of faces of the final low-poly model:
225
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1.
Using Polygons tools > Create Polygon Tool and making sure
Append to Polygon is on will get you a similar mesh to the
one below, keeping in mind that all polygons must always have
4 sides: |

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| 2.
And you continue to build the mesh in this way: |

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3.
Select the highlighted faces and... |

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| 4.
... do extrude (or bevel) so that the mesh looks like the
one shown below: |

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5.
Here we'll make the first "cut" in the mesh, following
the orange line in the figure: |

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| 6.
Here we'll make a new cut, to the side of the previous one,
creating another Loop: |

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7.
Select the edges you just created and move them to get the
"inside" of the ear, as indicated below: |

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| 8.
Here, we'll change a little the direction of the loops. Repair
the missplaced vertices from the previous figure. Select the
highlighted faces... |

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9.
... and do another extrude to make the ear cannal: |

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| 10.
To add detail, always use the method shown below. This is
the correct way to add detail of this type and keep the mesh
all quad: |

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11.
Edit this region, mobing the polygons: |

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12.
To give some volume to the ear, extrude the external edges
2 times, as highlighted below: |

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13.
First test of subdivision. The ear should look like this: |

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14.
Moving some vertices, edit the mesh until you have all the
anatomical details, as you can see from the low-poly version
below...: |

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15.
... and the smoothed version below: |

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16.
The back part of the ear should look like this: |

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17.
... and like this smoothed: |

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18.
The ear viewed from the back, the ear should have a shape
similar to this: |

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19.
After moving some vertices and adding some details, this is
final result in low-poly... |

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20.
... and smoothed: |

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21.
Here you can see the render. All the anatomical names are
mentioned (in portuguese): |
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