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Face Topology Issues

netanel785
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netanel785 null
Hello to everyone here, 
I started to study CG and right now I'm working on the human face.
We've learned the usual topology and basics, where the loops are (nasolabial, eyes, etc.).
Yesterday I decided to try so,e other stuff; to keep the basic rules but another style..

So I'd like to know if what I tried is even logical, usable.. for animation etc.
I may have missed something in my work? I tried to take the 5-edges-points to hidden places as much as I can.
Well, it's not nearly finished.. the jaw, neck muscle and more need to match their place; but the principle of the work..
Areas: Glasses loop, nasolabial, face, jaw, wider face, ear, neck muscle and a place for the zygomaticus.
Keep in mind that I am new to this world so I might need a detailed explanation.
Thank you all!
*I know there are better softwares to work on than LW, it's just for this hehe.

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  • poopipe
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    poopipe grand marshal polycounter
    Basically, as long as you follow the muscle/bone structure it'll deform OK for animation


    You've got more geometry than you want around the chin really,  have a look at some decent head models to get an idea of how to reroute/terminate loops.  
    You need to get an ear on there too,  it'll have a significant effect on what you do with the jawline.

    On the whole though,  you're on the right track with regard to how you're laying the structure down so just keep plugging away. 
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