After some face-sculptings (stills), my new goal is to animate a face.
A few questions are comming up about the workflow for this task.
I hope you Guys can help me out
1) Is it necessary to sculpt the Face with a opend mouth form the beginning?
Or is it better to focus the visual aspects only in the first round and open the mouth later in the work-process?
I'm asking because it is realy havy to see how the face would look like when the mouth is opend.
2) The other question is about the topolgy for the mouth. I can only find topologys for closed mouthes.
Is there any good exemple, that show how the edges are flowing, when the moths is open?
3) What is in general a good worflow to create a animated face?
What you think about this workflow?
- sculpt the face as a still (closed mouth / no oral cavity)
- retopo the mesh
- go to a Programm like Softimage / Maya /3DMax, cut the mouth-line and open the mouth (rote the jaw-bone)
- And some geometry for the backside of the lips and the oral cavity
- go back to zbrush und sculpt the details of the missing mouth parts (backside of the lips etc.)
1. I would open the mouth on a layer, its going to be easier to sculpt the lips this way anyway. You don't have to open it too far, just enough. I would also make sure your eye lids are half closed on a separate layer.
2. As for the topology just make sure it's appropriately set up when closed. If you have loops going around the muscles of the mouth in a circular fashion and then loops coming from the corners of the mouth it should open properly.
3.
-Sculpt head, mouth open and eyes half closed on a layer. Save yourself some pain.
-Retop
-Texture
-Rig
Layers can be tricky, so I would get a good blockout going, start refining silhouette , then open the mouth while you're still using dynamesh. Then you'll want to z-remesh, go to the highest sub division you'll want, and then start making layers *edit: this doesn't mean you must work at the highest sub division. It just ensures that you have enough. After you create a layer it becomes difficult to use if you sub divide afterwards.* So I suppose the layer will technically close the mouth when on.
Replies
2. As for the topology just make sure it's appropriately set up when closed. If you have loops going around the muscles of the mouth in a circular fashion and then loops coming from the corners of the mouth it should open properly.
3.
-Sculpt head, mouth open and eyes half closed on a layer. Save yourself some pain.
-Retop
-Texture
-Rig
Layers can be tricky, so I would get a good blockout going, start refining silhouette , then open the mouth while you're still using dynamesh. Then you'll want to z-remesh, go to the highest sub division you'll want, and then start making layers *edit: this doesn't mean you must work at the highest sub division. It just ensures that you have enough. After you create a layer it becomes difficult to use if you sub divide afterwards.* So I suppose the layer will technically close the mouth when on.
sorry for the late response!
Big Thx for this good Tips! They were very helpful!
Cheers
- starcow