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Feedback needed on head topology

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Hey, guys
I've been trying to do a full-body retopology for practice. I'm still in the head, I don't really know how this would work for a game mesh, so I tried to at least implement the main loops around eyes/mouth/nose while maintaining the top/back part as low as possible (since it won't be seen that much). Any feedback on how I can make it better is appreciated, thanks!




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  • Eric Chadwick
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    This is great so far.

    Skull is really low poly compared to the rest of the face.

    I'd lose the tight ring around the lip, unless this is a subdivision basemesh.

    Eye anatomy needs work. Where's the eyelid?

    What's your reference? If you're studying human topology, then real-world anatomy is essential.
  • Lucasthyel
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    Lucasthyel node
    This is great so far.

    Skull is really low poly compared to the rest of the face.

    I'd lose the tight ring around the lip, unless this is a subdivision basemesh.

    Eye anatomy needs work. Where's the eyelid?

    What's your reference? If you're studying human topology, then real-world anatomy is essential.
    Thank you, Eric!
    I'll try to make the changes you mentioned today.
    I'm making a retopology of this head I sculpted below, it's quite simple and it's true, it's missing the eyelid. So I guess this would be a problem if this topology received some animations? Or more loops around it will do? I've never made a facial rig myself, this is only a study (I'm not working in a production environment yet) but I don't want to give the animators/riggers a hard time in the future. lol


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