I look through quite a few pictures of other good modeler's topology and created this model. This time I try to keep triangles at minimle level and pushed all of them into either inside of eye area or inside the mouth. Now I want to model my ear carefully, I couldn't find a good way to cut ear off the main head and remain as one polygon shape. I tried extract, and copy face. But they all split every single face up. Even after merg all the edges, model is somehow broken when I try to add more lines. Please help m(__)m
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Getting there. I think polygons with many sides are no better than triangles, try to keep more quads. And avoid loops that don't contribute to the shape or at least keep it, the chin's loops will cause problems (making it look too hard edged) when subdivided.
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Is it because of too many loops around the eyes? Here is the image that I am modeling from. The shapes around the eyes are a bit hard to shape without many loops. Anytips?
Since this looks like it is ultimately to be meshsmoothed, it would be nice to see both the low poly (control mesh) and high poly.
Be careful of the obvious double edge that goes all around the mouth. You might want to spread it apart as it goes around the top of the chin there to avoid getting too hard a line. Two edges close together will cause too hard an edge on subdivision, and I think that would also happen on your chin. Make sure you periodically smooth and undo, to see how your geometry is subdividing.
I wouldn't worry too much about wrinkles in the forehead geo on such a young subject. I think you could bump map those fine.
As for your question, make sure you have polygons>tool options>keep new faces together ticked before doing any extracting.
Check my note on using extraction.
But how did you do it, I didn't see.
Well, I've got a bunch of different ears lying around now for sure. But I'm not fully sure I understand your issue.
If you have an ear, and a hole in the side of your head, you just stitch them together no? As in, simply polygons>combine and then going in and welding verts and re-arranging some topology with the split poly tool.
No, I meant I have a note higher up in this thread about using the extract tool.
Well, I've got a bunch of different ears lying around now for sure. But I'm not fully sure I understand your issue.
If you have an ear, and a hole in the side of your head, you just stitch them together no? As in, simply polygons>combine and then going in and welding verts and re-arranging some topology with the split poly tool.
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Oh, I know the stitching part. It's just that I want to cut that lame ear off the head and then use that cut off part modeling around to create an ear that's not so lame... I better go search for your extract tutorials then. I is easier to use poly-to-poly method to model ear? Or is it easier to use a existing general model and refine into it?
Good luck, just keep practicing and one day you won't even realize think about this stuff, it just happens.
I better go search for your extract tutorials then.
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I don't have any extract tutorials. I was just saying earlier in the thread that If you want to use extract and keep all the polys together, make sure you have 'keep new faces together' checked.
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I better go search for your extract tutorials then.
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I don't have any extract tutorials. I was just saying earlier in the thread that If you want to use extract and keep all the polys together, make sure you have 'keep new faces together' checked.
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Keep new faces together? I don't see that option ; ;
There is a "separate Extracted Faces". And I unchecked that. But, each individual face still seprated. And when I use Separate under Polygon menu, Main head is one piece... and ear is many pieces. Even after combine and merge edge, they are still many pieces in the menu and very hard to manage.
As for your question, make sure you have polygons>tool options>keep new faces together ticked before doing any extracting.
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As for your question, make sure you have polygons>tool options>keep new faces together ticked before doing any extracting.
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Thank you so much! You are my savior (praise to Daz Orz)
1) Currently you are sort of working backwards. You had a mesh that was lacking in the quad department, so now you're revamping the topology to be much more quad centric. That in itself is much much harder than starting with a very low poly model that is 100% quads, and building up edge loops to add detail. In essence, adding more detail to an already predominantly quad model is much much easier on the brain than re-arranging pre-existing poor surface topology to be all quads.
2) Some tris are almost inevitable, and you'd be hard pushed to end up with 100% quads. It's possible, but it takes time.
3) It gets easier with practise. If you will, your brain builds up a visual library of junctions, terminations and general topological arrangments to call upon that make it easier over time to figure this stuff out.
Anyway I think you need to focus on how those edges form large shapes first then worry about refining.
It seems you are trying to detail the eyes, nose, mouth first then worrying about how to model the volume with all that detail in there. Since polycount is down I'll post you the videos Mop made if you are interested. They still help me look at things differently when I get stuck on something.
Do what Daz did with his picture and draw a wireframe inside your 3D app with the line tool before you start modeling. Just make sure they have no bezier handles, I don't know how that setting is called in Maya though, but I'm sure it can do it. Actually I just looked it up select the EP tool go under options and set the curve to linear. Draw the minimum amount of loops needed.
Make eye socket shape with 4 verts first then have those edges flow into other areas in the face. Try to keep the edges flowing in circular patterns. Then when you get to the point where you can't smooth anything out with those 4 edges that where introduced by the eye add four more points and detail as much as your can with the added detail. Mops video shows this very well so let me know if you want to study it.
It easy to make a mess out of it, it just take a lot of practice.
Alex
the file was sent .:) This is the link just in case you don't get the email there.
http://download.yousendit.com/93AA77961FF9F8BA
Alex
Repeat untill you figure out all the loops.
Also if you make an angry face you can see most features more clearly than with relaxed face.
And some stuff is hard to see so use your fingers too while studing your face or if you find a victim then his/her face.
Good luck
It would be a bit easier (was for me and other people) to understand how to place your different edge loops and keeping a cleaner mesh from the start. Because right now you have something that is quite messy and could take you sometime to get everything to flow nicely together.
Things like wrinkles is something you should keep for the end stages when all your edgeloops are set up so it doesnt get in the way. Or not modelling them at all and simply painting them into a bump map.
But yea you're going in the right direction, keep at it.
Or if you mean by modeling piece by piece with extrude edge? Isn't that similar to poly-to-poly modeling? like modeling from some part of the face and actually grow to be a full size face.
Uploaded, will only be up for the week end probably though.