I
changed the eye over to the
other side, I could not decide
whether to have the missing
piece of nose and large eye
on same side, in the end I've
gone for the nose on the left
and eye on the right.
I
used the sculpt polygon tool
a little on eye above, but
does not look very good.
For
closing eyes and deforming
areas clusters are a very
useful tool.
Once
I was happy with my head I
duplicated it keeping the
original pose and I've made
a blank pose deforming the
areas like the cheek and fore
head I uses clusters. Areas
could be smoothed some more
using the sculpt polygon tool.
I will be using this blank
pose for the UV mapping the
areas that are nicely stretched
out. Anyone looking for a
good uvmapping tut in Maya
I suggest this
one , its probably the
best one I have seen.
First
I will be doing a cylindrical
projection on the head.
Here's
the result you could probably
get away with using just that,
but there will be stretching
of the textures in quite a
few areas.
Selected
the areas below the chin for
another cylindrical projection.
Now
I've copied the head again
and I've modeled the eyes
half shut and tweaked the
forehead then did another
cylindrical projection on
just the top part of the head.
Here's
my map so far.
Now
the ear is always a bit tricky.
Select the awkward areas inside
the ear, then use the average
vertices tool.
Area
smoothed.
I'll
be doing a planar projection
on the ears and checked mapping
direction camera.
I've
selected the areas inside
the nose, to clear then out
of the way mostly so I can
see the areas around the nose
better on the UV map.