Okay, so I'm making a low poly character. Now, before you say how bad the head looks, it's actually meant to be a very low poly real time character, with little or no facial animation (so topology is for the most part irrelevant), and the eyes are painted in. So it's more of a "background character" for a video game. Comments or critique are welcome.
However, I've got these two weird creases next to his nose:
I circled one. Since it's so low poly etc. it will most likely be viewed from a distance, but even from that distance the creases show.
I don't see anything in the topology that would cause that crease.
Any ideas?
~ Mr. B
Replies
Could also be some bad baked ambient occlusion overlayed on your diffuse texture.
It might even just be the nature of polygonal shading. It's kind of hard to tell, a wireframe image might help.
What app are you using?
As Ben Apuna says, it's most likely a dodgy smoothing group or hard edge. Equally likely is you have some duplicated vertices there (two vertices overlapping) so the smoothing is going crazy. In that case it'd be an easy fix just to merge/weld/collapse or otherwise remove the offending vertices.
His left eye needs new edges cut, but that will be fixed.
I'd appreciate any comments, as I was wondering if this is a good character head model (for a low poly character that would undergo little if any facial animation, and would probably be viewed from a distance).
Thanks everyone for the help!
Some topology reference
http://wiki.polycount.net/Face_Topology
For example, why do you have such tight and detailed loops around the eyes?
Same with the lips... and as EricChadwick pointed out the edges aren't being used in very natural directions to complement the structure of the face. Especially around the cheeks and mouth.
I was aiming for something similar to these real-time character models; they are the style and type of model/topology that I was hoping mine was like:
http://www.turbosquid.com/3d-models/real-people-male-3ds/512685
http://www.turbosquid.com/3d-models/3d-model-middle-east-characters/515924
http://www.turbosquid.com/3d-models/world-war-german-soldier-3ds/285955
You don't think so?
Yes.
No.
Please don't judge me; that's a quick assumption that isn't true. I'm not tryiing to make something "good enough" to "throw on turbosquid and make a few bucks." I'm just trying learn, and the best place to show you what I meant by real time model was Turbosquid. I was striving for a low poly game model for a real time engine, and I wanted to make sure you knew what I meant by that term; I also thought that mine was similar to the models linked and was interested to know if you knew what it was that was different.
I'm not trying to make anybody angry, especially you, so please don't take what I'm saying the wrong way.
I'm trying to make a model a certain way, and I'm comparing it to professional models to try to learn, and I'm not trying to create a lame imitation of one.
I hope you will understand what I meant; I'm really sorry if I misphrased something in my previous post that misled anyone.
I'm sorry I gave you that impression.
All I ask is that you don't think I'm trying to be rude, or misinterpret what I'm trying to say. I edited the post so it sounds a little more logical.
Might help to take a long look at the first link on the wiki page that I suggested...
Topology - Head thread on the SubDivisionModeling.com forums
The way i read your response was something like "its as good as these, why do i need to listen to you guys". I'm sure i could have been over-reacting. Just keep listing to the guys giving you feedback and you'll be fine.
i guess large chunks of a mesh are likely to stay the same though even when skinned, so I can see the benefit
Never on purpose; the last thing I want to do is offend someone. Thanks for the link; I will be using that and the first link you gave a lot for sure.
No, it's not your fault. Looking back I can totally see how you interpreted my post; I should have more clearly said what I meant. I do value everyone's feedback very much; what I meant by the links was "this is the level of detail/quality I was aiming for, I had originally thought that my head model was similar to these, but it sounds like it isn't. What can I do to make it like those heads?"
Is this head fixable, or should I scrap it and make a new one? I'm afraid I don't understand about the topology. For a low poly character that won't be animated facially, is topology still important?
@pior, thanks for the tip. I see what you mean about it not being planar. I'll fix that, for the sake of habit as well as topology.
If there are a lot of them on screen, then wasted detail (like the triangles inside your eyehole, or the extra edgeloops below the nose and around the mouth) may reduce rendering performance because those are extra vertices that have to be transformed & lit.
You proportions look odd to me. Are you working from reference? The 2nd page of this tut is applicable here.
The Making of Moff - High Polygon Realistic Character Creation
http://i10.photobucket.com/albums/a148/sunny304/blue%20prints/sahyamlalfront.jpg
http://i10.photobucket.com/albums/a148/sunny304/blue%20prints/sahyamlalside.jpg
I deleted the triangle edges on the eye, and that extra edge around the mouth:
If anything, distance viewing requires more emphasis on what matters the most. A good counter example is how shitty meshes with some pores sculpted in and a photo slapped on can still look good in a Zbrush close-up render. Good striking models working at a distance ask for a very structured state of mind, a focus on what matters. (a skill very much overlooked in the current days of highres sculpting) A fantastic help is that, at very low polygon counts quite often you get : one facial plane = one or a few quads. It makes lowpoly stuff a real pleasure to work with.
Make a habit of unsmoothing your model to see the planes properly. Look at this, its an extreme exxample but you get the point :
http://www.benregimbal.com/pck_img.jpg
Note that even if the untextured version relies on smoothing groups to separate the brow plane, that does not mean it should be hard edged like that on the final asset. In this case, smoothing groups are a tool for facial structure visualization.
To sum it up : think of polygons and quads for what they are to a sculptor (planes oriented in space) rather than a mere consequence of a cg program joining points one after another.
Good luck!
Here's how it lines up with the reference (although I probably will start over):
Also, what do you think of this other head:
That one is meant to be more of a main character; more detailed.
http://www.thegnomonworkshop.com/store/product/419/Sculpting-Comic-Book-Style-with-John-Brown
http://www.thegnomonworkshop.com/store/product/756/Sculpting-Expression-and-Fantasy-Characters-with-John-Brown
Unlike many CG dvds, this focus a lot on the artistic side of things, how the structure of the face works, the draft in facial planes ... That's the kind of subjects you really need to master.