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Creating and Modeling a Character

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I changed the eye over to the other side, I could not decide whether to have the missing piece of nose and large eye on same side, in the end I've gone for the nose on the left and eye on the right.

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Click to enlarge

I used the sculpt polygon tool a little on eye above, but does not look very good.

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Click to enlarge

For closing eyes and deforming areas clusters are a very useful tool.

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Click to enlarge

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Once I was happy with my head I duplicated it keeping the original pose and I've made a blank pose deforming the areas like the cheek and fore head I uses clusters. Areas could be smoothed some more using the sculpt polygon tool. I will be using this blank pose for the UV mapping the areas that are nicely stretched out.

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Click to enlarge

First I will be doing a cylindrical projection on the head.

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Here's the result you could probably get away with using just that, but there will be stretching of the textures in quite a few areas.

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Click to enlarge

Selected the areas below the chin for another cylindrical projection.

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Now I've copied the head again and I've modeled the eyes half shut and tweaked the forehead then did another cylindrical projection on just the top part of the head.

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Here's my map so far.

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Now the ear is always a bit tricky. Select the awkward areas inside the ear, then use the average vertices tool.

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Click to enlarge

Area smoothed.

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Click to enlarge

I'll be doing a planar projection on the ears and checked mapping direction camera.

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Click to enlarge

I've selected the areas inside the nose, to clear then out of the way mostly so I can see the areas around the nose better on the UV map.

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Click to enlarge


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