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Head topology

polycounter lvl 14
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16bit polycounter lvl 14
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

test2.png

So my question, is this good face topology and could you share share your eye topology as well.

Replies

  • artquest
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    artquest polycounter lvl 14
    The edge flow looks great to me! The eye section looks fine as well. But before you take it into zbrush here's a few things to consider.

    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.
  • 16bit
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    16bit polycounter lvl 14
    It's not so much I want to sculpt on it as I wanted a mesh so that I could move points around very quickly and make a new head. Perhaps I should try to space them more evenly.

    And thanks for the tip about open edges.

    I just noticed I left a vert unwelded on the ear...
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