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Tutorial: 3D Digitizing a Human Head  by Mitch Gates*    - Page 2

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Digitizing the lifecast manually provided the quickest and most direct way of controlling the layout of the geometry (which is ideal for animation), while accurately capturing the details of the complex surfaces that were needed.  Below is an image showing the digitized surfaces more clearly.

 

 

Texturing was done with four sub-mat ID's and only two channels of mapping for any given ID. Mapping coordinates were created with the help of Sven Technology's Surface Suite Pro. The Texturizer modifier allows you to create association points on both the model and the texture map in order to make them fit. This prevents having to export out a wireframe uv image with something like UVW Unwrap utility and altering your texture map to fit that in a 2D package. Although Surface Suite really sped things up, everything you see on the final head can be done without it if you have the patience. It would require altering the texture maps to fit the UVW coords....a job best achieved in a morphing package like Elastic Reality. Or if you are really limited, you could use 3ds max's Unwrap UVW modifiers. Although Surface Suite allows some pretty complex layering of sub-materials via the MultiMask Material, I kept everything limited to only two mapping channels and one material ID per face in order to allow collapsing the model down to an Editable Mesh. I don't like working with a mesh with tons of complex modifiers when it is going to be animated using skin deformation tools, and the addition of hair generation plugins being used on the head made this more important.

The Sub-material ID's were broken into the following groups: #1-left/front of the head, #2 right/front, #3 back of head, #4 inner edge of the eyelids and inside mouth faces. The Mapping was applied in the following manner: Channel 1 mapping was applied from the front (planar, using Texturizer), Channel 2 from the side, and a second Channel 1 was applied to the back faces only (submat #3) in order to allow a unique Texturizer modifier for that area. This would not be needed if you are distorting your texture in a 2D package to fit the mesh, since the coordinates on the front and back would be the same. Keep in mind that since Texturizer forces you to assign it's mapping to a specific material ID, I did all of the mapping coordinates first, then assigned material ID's. This allowed multiple material ID's to share mapping channels for proper overlap and blending of textures. Once again, this order would not be needed if you were using the standard 3ds max UVW Mapping. You could assign your Material ID's first if you like.

 

* - revised for currency and clarity

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