This one has a litle diferent topology. I think it’s ok as long there
are no six stars and treeangles. For now I will try to modell it realistic,
after that I will caricature it even more.
BTW, I have a question.
I’d like to use mesh deform for further shaping.
How do I hide faces on the “deform mesh” so I can see
through the edges only. Is there another way than deliting
faces?
As you can see, today I have played a little with the mesh deform modifier.
There are two cages, one on another. You should trie this out. I think
it’s a nice way to play with the form, diferent than the proportional editing.:yes:
Just a test render with texturing from a point of view. Having problems with
the dofocus node - can’t fix the artifacts. But nevermind, at the end I will
probably render it with Indigo renderer.
By the way, is there a tutorial on
how to mix defocus and vector blur nodes? :o
I don’t know what you mean by artifacts, unless you mean the grainyness, in which case you should make sure you have turned ‘preview’ mode in the defocus node OFF.
Thx, ZombieJohn. Works better now.
Thx, handlebar. I just thought what I cud do if
i would store a deformation of each part of the face
as a shape key, hm…