Hey there PC, I'm trying to model a helmet for a character atm.
Here's a quick screenshot or two. My problem is though is that I had to add a bunch of extra loops to gain the support for my multiple eye holes. I know its not going to be deformed but I would really like to be a ble to tidy it up a bit, plus the concentration of loops makes my turbosmooth all bumpy and bad.
I had thought to try and focus them all around the face area, like you would with a head, but that still means i'd have the concentration and i'm not to sure how to do that either (still not great with head topology :poly127:).
Can anybody give me a few tips or a bit of guidance as to where to put my loopsor which ones can be deleted?? Bearing in mind the mesh will be turbosmoothed (or maybe taken into zbrush, I haven't really decided yet.
Thanks in advance!
Replies
I second this method. Try to start from the face of the helmet, obviously the toughest areas will be inserting the holes. If you work on a "plane" this will be much easier to get the topology you're looking for, then add even subdivisions so you can properly FFD and form the necessary shapes.
Bearing in mind the final distance this guy will be seen at, how much resolution that part of the texture will have, and perhaps whether or not you want the holes to be actual holes (showing the face behind them), if you were taking it into zbrush you could just quickly punch in or cut out the holes there.
Cheers!
You should link the thread in that post above. Saying 'I started a thread!' and leaving it at that leaves the interested to chase it down!
http://www.polycount.com/forum/showthread.php?t=93962
Back to the helmet though, I have done it in the geometry because this guy is for more of a vfx project I'm doing with some classmates at uni so it could afford to be a bit more high poly than game res.