Hi all,
I'm trying to create a character/creature for a new project (after several years of not using Maya), and I'm stuck on topology for the head. I've stared at this for a long time and know
generally where the issues are, but am honestly stumped on how to fix it.
I was hoping that I could get some assistance from some wonderful 3D gurus here.
I've included an FBX of the model as well as some screenshots. The software I'm using is Maya 2015 LT.
The main issues I can see are the loops around the forehead (it's kind of looping the wrong way), eyes and mouth. There's no mouth deformation, the only animation will be the eyes for expression.
I've studied the Polycount face topology wiki page and several different web sites, but while I know the issues, none of my tweaking has been able to work out more elegant solutions.
I'm also willing to start again from scratch if people think the head is a lost cause XD
Thank you for looking at this and hopefully offering ways to fix it!
Ledi
https://www.dropbox.com/s/k9045k00cqnrgwa/topohelp.fbx
Edit: Added concept - the galah is just one version, the idea is that the base sprite will be accessorised and retextured to adapt to different creatures.
Replies
Oops, guess that would help! Edited it to add the concept, or at least the galah version - the idea is that the mask/accessories/texture will change to different animals for different creatures, but the base mesh won't be edited at all.
Here's a few other sketches, showing that while the accessories will change, the base mesh will never be modified - the tail will clip into the body like the arms do, to keep a cartoony look (kind of like Chao from Sonic Adventure)
I'm new to the idea of customisable meshes, and thought that the proper workflow would have been to get the base down and finalised first... is this wrong?