Hey everyone
I am new to polycount and I am currently in my second year at
University I am supposed to be modelling a character for animation but I am having issues with the amount of poles I have, I am requesting advice on how to get rid of them/if getting rid of them is necessary.
Also the head didn't actually take me that long to model so would like to know if remodelling the head would be quicker than fixing the problems.
Thanks in advance for any help.
[Edit] - I also would like to state that the character is not meant to be close to human realistic, more like pixar style.
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Replies
For example:
Your model is missing the nasolabialfold (it's just a fancy term for the crease on each sides of the nose) So if your character needs to make crazy nose deformation (or even a simple smile), there won't be any support for it. How do i know that? That's right, anatomy!
This should give you some pointers:
First, the gold mine that is the polycount wiki:
http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29
Then some step by step how-to
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/head1.php
(don't follow it blindly, understand why you are doing it that way!)
Good vs. bad topology examples & more advanced topo but useful.
http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm
Also don't be afraid to destroy parts of the model and rebuild when needed, or start from scratch, modeling subd heads takes some practice to master.
I was more worried about the poles in my face and wether they would be an issue or not, (since ive spent to long trying to get rid of the but failing)
Thanks for everything though I really appraciate it
Like Psyk0 said, realistic or not, anything cartoony is rooted in anatomy. We would be letting you down if we didn't critique the anatomy.
Well at least you've got that down pat.
Seriously though, do some anatomy research. You can't exaggerate if you don't know what you're exaggerating.
I think it would be more clever to sculpt a basic shape with sculptris or even real clay (and drawing) then ask about topology.
I'm not saying topology isn't important, it's just easier to treat it once the shape is already here.
Also here are some more images of my face, and a render, any other feedback on parts that need improving would be greatly appraciated thanks again everyone!
Render :
This head has been made using the tutorial Psyk0 kindly posted earlier, with a few slight modifcations (just getting rid of certain tri's)
I am aware that I have a lot of tweaking to do, I am mainly posting here to try get the topology right before I start tweaking away and then getting told its all wrong.