I was looking at the a few character head modeling tutorials and find some of them
start with eye/mouth (where animation happens), instead of
the whole head then add details. For example the ones from
James Taylor.
Given it's quite counter-intuitive, is there a good reason for that? Does it necessarily result in better
face topology?
(side question: is head modeling mostly replaced by sculpting nowadays?)
Replies
I am not sculpting with Zbrush yet, as I do want to get good at modeling basic characters in Maya. Like you, I enjoy setting a head shape first then add details when modeling. But I find myself reaching for the sculpting tools in Maya, unlike in James' tutorial, where he stayed strictly modeling. I feel slightly guilty about that, like I am skipping some basics...
@TeriyakiStyle Thx for your tips.
I am taking the 1st approach at the moment, though not making it to Zbrush yet. Is there anything in particular I should be aware of when modeling a non-realistic (aka anime) character?
Once you have the form you could still use it as a template and follow the topology section of the James Taylor tutorial.
That said, these days I usually do a dynamesh sculpt then retopo that.
You are taking this tutorial way too literally. You have to keep in mind that building a solid mesh structure (connecting edges, filling faces, and so on) and capturing the likeness of a character are two different things - clearly illustrated by the fact the the end result of this modeling video looks nothing like the reference being used.
Of course the two processes are tightly intertwined, and some simple shapes can be nailed directly, vert by vert. But why would there be anything wrong with moving large areas of a model with a soft move brush, or solving some parts in sculpt before retopoing them ?
- - - - -
On a side note : practising very lowpoly modeling is still good practice, because under a certain density threshold you are basically dealing with something very close to the "planes of the face" that are at the core of traditional sculpting. Something around 300/500 tris or so. Enters Bobo :
From http://bobotheseal.com
if you are simply preforming retopo on a sculpt then build out isn't an issue imo.
No technique will result in 'better' topology.... its just different ways to get the same result.