3D Chandi Notes

To keep the lips from “gluing together” at the surface level ... because the parting at the lips is very close ... I have to set the threshold on surface low, to 0.1. I can change this later after I pull in the inner lips edges.

Slowly but surely the front view is mapped out.

Eyes are 64 segment spheres.

Eyeballs rotate out on Z 9 degrees. The usual human range is 5-15 degrees.

I like putting in a 3D shape as a guide. 2 Geospheres with FFD transforms do the trick:

Sometimes it’s nice to take a few steps forward in your process to make sure everything is going to work. Here is our procedure:

We set all the spline vertices to corners:

This shows setting surface to 0 topology [left screen shot] and adding an edit patch modifier [right screen shot] for the test ... render steps 3, plus 3 iterations of the full relax value of 1.

  

Here is our result:

Back to work.

Eye sockets start out with a 14 segment NGon converted to editable spline:

Shape using smooth vertices:

We can safely work in the top view by only moving on Y, then the front view will not be affected:

Since with this model, my front view was accurate but my side view was a complete guess, I am not concerned that they do not match up, the information I am getting from the top and front views is enough:

Shift-drag scale to clone a larger segment:

Try and use Bezier only when you need to, as smooth are much faster:

Apply surface, 0 threshold, 0 topology

You will need to make more little adjustments after you add meshmooth iteration 2:

 

Now you select edge loops and shift-scale ... and adjust vertices ...

Slowly it starts to take shape ... we have to line up vertices with the face mask mesh below ...