also Stop Staring has a lot of good theory, both of these are assuming that you want the face to articulate as opposed to just being a static mesh- and if that's the case then your topology doesn't really matter
Used that resource to come up with better topology and i've done some sculpting some more crits for this stuff as well please
Created two heads a male and female with the topology plan.
Male
Female
Some sculpting progress!
Male
Any help will be much appreciated really trying to get good at this, i'm going to be doing a body study next and hopefully get a good topology base mesh to build loads of characters from. Thanks again.
Some stuff i've been doing with morph targets Theres a slight problem with a seam the AO on the top of the head but that should be cleared up when theres hair on the model/texturing.
You've got an inequality in the size of the quads compared from say adam's apple compared to cheek, and if you can spend the faces on the philtrum and iris then surely you can find more for the eyelids that are very obviously faceted and could be improved in the sculpt and topology.
Neither of the head's are realistic, they both are stylised to an extent, I assume that's the intent.
The female character isn't very feminine, her eyes are too wide and almond. There's an error above her left eye where it's lumpy. You might want to sculpt eyebrows? The lips on both models are the weakest area shape-wise, you've also not put enough time into the ears, the shape isn't too bad but the surface looks like it's been poorly sculpted.
You've got quite a lot of pores but not really seeing motor wrinkles around the lips and eyes. Kill the female neck wrinkle symmetry, it looks lazy.
All that said it's promising and I like the male head, it's looking pretty nice.
I have looked quite a lot at that thread and used quite a lot of references that wiki gives. Kind all of them have applied to my model but i have had some trouble getting it right. I'll work on the topology during the retopology, i'll post some progress.
That last example is much better but I think the shape of the obicular oris is not quite prominent enough. Its a bit flat with a central peak rather than more rounded. The edges of the mouth could go down slight amount although this is dependant on age a lot of the time.
Replies
http://www.hippydrome.com/MeshDesignFace.html
also Stop Staring has a lot of good theory, both of these are assuming that you want the face to articulate as opposed to just being a static mesh- and if that's the case then your topology doesn't really matter
Created two heads a male and female with the topology plan.
Male
Female
Some sculpting progress!
Male
Any help will be much appreciated really trying to get good at this, i'm going to be doing a body study next and hopefully get a good topology base mesh to build loads of characters from. Thanks again.
Male Wireframe and AO expressions
Female Wireframes/AO expressions
Ty for any crits
Neither of the head's are realistic, they both are stylised to an extent, I assume that's the intent.
The female character isn't very feminine, her eyes are too wide and almond. There's an error above her left eye where it's lumpy. You might want to sculpt eyebrows? The lips on both models are the weakest area shape-wise, you've also not put enough time into the ears, the shape isn't too bad but the surface looks like it's been poorly sculpted.
You've got quite a lot of pores but not really seeing motor wrinkles around the lips and eyes. Kill the female neck wrinkle symmetry, it looks lazy.
All that said it's promising and I like the male head, it's looking pretty nice.
I've gone back to sculpting to try and correct some of the problems you state ah_lex starting with the Lips.
Try to look at some more references and match your sculpt to those refs.