Hey Dudes, over the years ive built up various head base meshes, and i did a bit of an experiment by breaking them all down and working out various loop / flow techniques that ive ended up with and more or less, I've ended up with the head on the left style.
What I wanted to ask - especially the animator / or facial riggers amongst you is about the placement of the 'T intersections' or 'stars' that ive circled in red and which would be better for facial animation ( not based on the polycount )
What say you ?
Replies
Right: the one under the eye and the one on the front of the neck, that you didn't circle, are bad, the rest is ok.
There might be other opinions though..
http://www.subdivisionmodeling.com/forums/showthread.php?t=8000
i would say for the jaw, your ex on the right is better, but for the eye your ex on the left.
Meshiah: I found that article a great read, though many of the 'good' meshes still contain poles - I guess it really is all in the positioning. I always wondered about the poles above the eyebrows, i mean thats in a key wrinkling / moving position yet those good meshes contain them...
http://www.subdivisionmodeling.com/forums/showthread.php?t=907
about your eye brows, niether of these meshes contain enough geometry for legit realistic wrinkles, if were talking game art, it would be better to blend a normal map, or create some special geometry for wrinkle areas if needed, but both of these meshes are by far clean enough for games, and way cleaner than alot of teh mashes ive provided for faces. just rig it up and drag it around and youll see the results.
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Meshiah: Thanks man! huge help so far and making alot more sense after reading through - both are bookmarked, some really good stuff in there, I will rig up and take a crack just to see whats going on.
Cheers!
Just for the Concept/Volume/Form stages...
You cannot create a animateable model without proper edgeloops and the base for that are quads.
Here's a tutorial by Raitt, with his Edgeloop-scheme.