Hey PC,
I started this head a while ago, but finally am able to sit down and git r dun.
I originally modeled my head from a sphere, and am learning that its really not the best technique for edge loops, etc. So I have painfully rebuilt the head, and I think its looking pretty good. But I still can't get rid of all the triangles. Will the remaining triangles turn into problem areas?
Anyone know any good head modeling tuts that show how to build a head the right way?
tia,
dabu
Replies
If you still get bad smoothing, just re topo the problem spot, for example you could add a cut that goes from side of the nostril up to the nose and it'll get rid of the tri.
One way to keep it all quads is to build the main muscle groups first (mouth, eyes, naso fold), keep em quaded and extrude / join with other areas...well that's what works for me.
i found a tutorial but the link is dead , i might have it on dvd.
Here is a screenshot of my current facetopology (haven't integrated the teeth yet )
http://www.sedan.uni-osnabrueck.de/~krischan/facetopology1.jpg
All quads btw.
Hope that helps!
So far with mesh smooth, everything seems to subdivide pretty good.
JK, awesome ref. Do you have more shots of that? Whats your technique for modeling your heads?
(License: Only for noncommercial tutorial purposes! I might release it under a GPL like license at some point in the future).
http://www.sedan.uni-osnabrueck.de/~krischan/facetopology1_jkm.obj
Can't really say what technique I used, since I didn't really use any... well you could say I did it by boxmodeling it. But to be honest it was a long process in Wings3D following no real technique at all, just a brute force trial and error approach I guess.
Ive moved on to the body for now, again trying to keep it all quads. Anyone have technigue for quad modeling human bodies?
THANKS a ton JK,
+)
dabu
Modeled starting really low, then using only quad creating functions to get more verts for more details.
http://www.poopinmymouth.com/net/dystopia/wire2.jpg
Check this out (not my sheet. Can't recall the author) : http://www.daz-art.com/poly_regions.jpg
JKMakowka: clean loops!
it was helpful though!
and dabu, do what they say
Edit: does anyone else have the feeling that proper high-polygon and detailed edgeloops will soon be a lost and forgotten art, with all that zbrushing? Not necessarily a bad thing, but...
Edit: does anyone else have the feeling that proper high-polygon and detailed edgeloops will soon be a lost and forgotten art, with all that zbrushing? Not necessarily a bad thing, but...
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Dunno about becoming lost and forgotten overnight, but diminishing rapidly that's for sure. I was almost gonna mention this in my response. I still love modeling like this, the old skool way. It's strangely satisfying. But damn is it slow as hell compared to geometry painting methods. It kinda depends on the model though. For something smooth and stylized it's fine speed wise, but for a really intricate face you're far better off in Z or mud obviously.
My ref is wearing bellydance pants, so I modeled them. Kind of a cop out from dealing with acutal anatomy, I know.
Will probably go back and reduce the head once I get the body nailed down. Moving on to arms and hands next.
Allyx,I will detail the ears in Z or Mud.
cheers guys,
dabu
need to get arm ref.
Now I need a cool character design.
design acquired, will post ref soon.
The feedback so far has been great, I really feel like Im starting to get the hang of this stuff.
+) +)