Digital Artist - Inspiration and advice for the creative community
DRAWING ELLIPSES at MIKE SIBLEY FINE ART
The Ellipse How accurately must I draw an ellipse? Very accurately! The eye of the viewer can detect any irregularity in a shape that it fully understands. A "square" that does not have sides of equal length, a "circle" that is not circular and an "ellipse" that deviates from perfection is immediately noted as being not what it claims to be - or, more precisely, it is not what the eye expects to see in that situation and is detected as being "foreign". In short, a "circular" circle is accepted in passing and the overall reality of the scene is maintained. What is an Ellipse? An ellipse is simply a circle seen in perspective. Breaking the problem down So, as with the circle, an ellipse contains four identical segments. Study the geometry Now let's draw a box around our ellipse so we can properly study the geometry of one of those segments. First attempts Keep your template or computer-drawn examples handy - they'll help you to draw the right curves in the following exercises.
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Realistic face modeling by PhungDinhDzung
Content: 1- Introduction 2- Pre modeling 3- Egde Planning & Topology 3.1- Human Face Topology 3.2- Topology 3.3- Modeling rules 4- Modeling 4.1- Polygon Modeling 4.2- Sub-D Modeling 4.3- NURB Modeling 4.4- Zbrush/Mudbox Sculpting Modeling 5- Common mistakes & tips 5.1- Eye areas 5.2- Eye balls 5.3- Eye lashes & tear 5.4- Nose & lip 5.5- Chin 5.6- Ears 6- Optimizing 7- Conclusion References: Books & DVD: - "ESSENCE: TheFace Modeling and Texturing" - Ballistic Publishing 2007 - "D'artiste: Character Modeling" - Ballistic Publishing 2005 - Gnomon Workshop tutorial DVD: " Head Modeling in Maya" Artists: - SoaLee - Max Kor - Steven Stahlberg - Maxwagyudi - Francisco A.Cortina Websites: - www.cgsociety.org - www.3dvn.com 1-Introduction: Creating believable human face is one of ultimate goals of every 3D artist. 2-Pre modeling: Getting reference images into Maya : ( references images from "ESSENCE: TheFace Modeling and Texturing" - Ballistic Publishing 2007 ) Why ? 3.2- Topology: