Submitted for your approval, this head model.
I wanted to make a base mesh that I could take into zbrush and quickly make new heads. My main concern is the eye topology, I wanted to avoid absolute loops for the corner of the eye.
I tried to follow the advice of this article as much as I could on the eye.
http://www.phungdinhdung.com/Studies_paper/Realistic_face_modeling.shtm#5.1- Eye areas
As well as the polycount wiki on topology
So my question, is this good face topology and could you share share your eye topology as well.
Replies
1. I would suggest adjusting the distribution of your loops to get everything a little more evenly spaced if your goal is to use this as a base mesh for sculpting in Zbrush.
2. Close all open gaps! It can be a pain to deal with open edges inside of zbrush. Be sure to have 1 sealed mesh unless you know for certain you will never sculpt on that area. Even then it can be a pain if you want to just move the points on edge so be careful.
3. Avoiding absolute loops is more important I think for the final model topology. You're probably going to want to sculpt that detail in so either way it will work just fine.
And thanks for the tip about open edges.
I just noticed I left a vert unwelded on the ear...