We created a rough outline
of the head by defining the silhouette or “edge-loop”
lines for the face using Maya’s Create Polygon and
Split Polygon tools. These are the lines that best describe the
silhouette contours of the face such as the lips, eyes, cheekbones,
eyebrows and jaw. These are also the primary lines of animation
for the face.
Front Side
Perspective
Silhouette lines are sketched
on the face to act as a guide for creating the mesh.
These lines describe the "flow" of the head mesh and are
extremely important
later on in the pipeline when the mesh is deformed.
Since none of us had done much lip-syncing, we
spent quite a lot of time analyzing the topology (mesh layout) of
the head, making sure that we were using only four-sided polygons
and that all our appropriate edges were merged. The
reason for using four-sided polygons is primarily because they smooth
predictably. A mesh that smoothes unpredictably
can cause problems during animation, creating unsightly creases
as the mesh deforms.
Once we had created the basic shape we refined
it by adding more and more edge-loops to the mesh where we needed
detail. DDS was the first character we modeled and he changed dramatically
throughout the process. The extra time spent on him paid off though,
and the subsequent Myrth and Byrth models were much quicker to create.

We started by creating half the
face, then mirroring this to the opposite side
and merging the two together. Finally the mesh was "smoothed".
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