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megapez
02-22-2012, 09:43 AM
hello!:)
looking for advices:

how do you model eyelids in order to get the right topology?

i used to create a sphere and than connect it to the rest of the heat, but i'm really not sure that's the best way to do it.

thank you very very much.

Mep.

Psyk0
02-22-2012, 10:32 PM
Short anwser: circle.

Check out the eyelid on the left...it's what a simple eyelid should look like.
http://moon245.3dtotal.com/admin/new_cropper/tutorial_content_images/1206_tid_step10.gif

More stuff here (http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29)

(http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1id=1206#.T0V5IrJBqM0)

Pixel-Love-Bunny
09-01-2012, 10:05 AM
Short anwser: circle.

Check out the eyelid on the left...it's what a simple eyelid should look like.
http://moon245.3dtotal.com/admin/new_cropper/tutorial_content_images/1206_tid_step10.gif

More stuff here (http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29)

(http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1id=1206#.T0V5IrJBqM0)'

What he said :)

but a little tip: something that I always struggled with was if to model them closed or open when you model for animation. I've found that a compromise is pretty good. you can model them both way and use blend shapes to help the animator see how the eye should look bot ways (eyes in a character are very important) if they are doing it for games.

(sorry if I went past the spectrum of the question)

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