Hey guys,
first of all, this is my first post on polycount. Some Information to myself. I'm a student of computer science and have nearly finished my master thesis. With a little experience in game business through internships and private projects. I'm going to use this thread to show some of my work and get some advice on the models I#m working on.
Lets start with the first one:
ATM I'm practicing in headmodeling. Basicly I'm working on a base-mesh to use it for sculpting in mudbox.
I'd like to have some comments on the base-mesh. I hope for some suggestions. Atm it has about 2700 Tris. This may be a bit much but, I'm interested in your opinion.
At the end there are some questions left :
Is it better to include a model of the ear in the base-mesh or just use a seperate model for sculpting?
Thank you in advance.
Replies
I corrected some loops and adjusted the proportions.
@ Kawe: Tanks or the link, it's still very helpfull.
So here are the latest pics:
Wireframe:
without wireframe
and the mudbox highpoly model.
A friend of mine already told me about the ears being placed incorrect and the eye corners aren't at the same height as they are supposed to be.
Looking forward for more suggestions.
Could you also post a close up of the corner of your low poly mouth? It looks like you are terminating a lot of loops into triangles there when you really want to keep the quad loops and turn them inside the mouth.
Here ist the picture of the mouth area: