Adding Facial Topology in 3ds Max

In this course, we'll cover methods for adding topology to our existing model to make creating mouth shapes and expressions feasible. Software required: 3ds Max 2010.
Course info
Level
Intermediate
Updated
Apr 1, 2010
Duration
56m
Table of contents
Description
Course info
Level
Intermediate
Updated
Apr 1, 2010
Duration
56m
Description

When focusing on animation, having a character to work with is important. In a previous course, we covered the process of building a basic bipedal character that we could use to practice our animation. The character can work well as we attempt to show action and emotion through only the movement of the body. While this is great practice for getting the most out of our character's body movements, at some point we'll probably want to start creating facial expressions and even make our character speak. We can do this by adding geometry to define the mouth of our character. In this course, we'll cover methods for adding topology to our existing model to make creating mouth shapes and expressions feasible. We'll use a variety of tools in 3ds Max to manually add and remove edges and generally reroute the geometry as needed. We'll also add geometry for the interior of the mouth and make sure the head is reassembled with the existing body. Software required: 3ds Max 2010.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm Justin with Digital Tutors an Autodesk Authorized Publisher. In this series of lessons we're going to add facial topology to our basic animation character. In previous training we went through the process of building a basic bipedal character, that we could use to practice our animation. The character can work well as we attempt to show action and emotion through only the movement of the body. While this is great practice for getting the most out of our character's body movements, at some point we'll probably want to start creating facial expressions and even make our character speak. In this course we'll cover methods for adding topology to our existing model, to make creating mouth shapes and expressions feasible. We'll use a variety of tools and 3ds Max to manual add and remove edges and generally reroute the geometry as needed. We'll also add geometry for the interior of the mouth and we'll make sure that the head is reassembled with the existing body. So with that, let's go ahead and get started.