I'm working on getting a better understanding of the topology required for proper deformation when it comes to character models, specificaly for the facial geometry. I made the head of a base model to try out a tutorial and I just want some feedback on how its looking and if there is anything that could be improved.
you´ve got a few places with too long polygons, they don´t all have to bee the exact same size but elongated polygons are not good. The edge flow next to the nose has some problematic areas, I definitely wouldn´t put a star next to the mouth since it´s an area that deforms a lot in animation. I would try to clean up the edge flow around the nose to be a little more clean. It´s usually a nice place to put a loop where i put the blue line in, which you´ve kind of got actually. Also the polycount wiki has a lot of nice info on edge flow if you need some references. If you are polymodeling this I would recommend sculpting a head and then retopoing that instead of doing it the old way, it´s a lot more comfortable. Hope that helps a little, good luck
you´ve got a few places with too long polygons, they don´t all have to bee the exact same size but elongated polygons are not good. The edge flow next to the nose has some problematic areas, I definitely wouldn´t put a star next to the mouth since it´s an area that deforms a lot in animation. I would try to clean up the edge flow around the nose to be a little more clean. It´s usually a nice place to put a loop where i put the blue line in, which you´ve kind of got actually. Also the polycount wiki has a lot of nice info on edge flow if you need some references. If you are polymodeling this I would recommend sculpting a head and then retopoing that instead of doing it the old way, it´s a lot more comfortable. Hope that helps a little, good luck
Thanks fo much for taking the time. I really appreciate the input!
Replies
The edge flow next to the nose has some problematic areas, I definitely wouldn´t put a star next to the mouth since it´s an area that deforms a lot in animation. I would try to clean up the edge flow around the nose to be a little more clean.
It´s usually a nice place to put a loop where i put the blue line in, which you´ve kind of got actually.
Also the polycount wiki has a lot of nice info on edge flow if you need some references.
If you are polymodeling this I would recommend sculpting a head and then retopoing that instead of doing it the old way, it´s a lot more comfortable. Hope that helps a little, good luck
Thanks fo much for taking the time. I really appreciate the input!