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RebeccaLessay
05-18-2012, 04:20 PM
I've made a character in Maya 2011 and it's nearly ready to be texturized. Unfortunately there are some bumps on the face.

http://i90.photobucket.com/albums/k250/RebeccaLessay/bumps.jpg

and the wireframe ofc:

http://i90.photobucket.com/albums/k250/RebeccaLessay/bumpswire.jpg

I think it's because there are three faces connected to one vertex (there are a few more of those on the body but only on the face does the shading get freaky)

Because the vertices connects several edge flows it's difficult to make one steady edge loop out of it.

I also tried the geometry smooth and relax tool but all it does is wiggle the bump around... :shrug:

Psyk0
05-24-2012, 01:46 AM
The artifacts you see are caused by poles (do a google search about E and N poles in subdivision modeling).

You have some uncommon topology going on which doesn't help. Poles are helpful in redirecting polygon flow and making a mesh more efficient, the trick is to place them in areas that make sense, where bones poke through the skin for example and won't interfere too much with mesh deformation.

Check topology suggestions here:
http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm

and here:
http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29 (http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29)

Pay attention to this "roadmap", while not perfect, it indicates how to correctly lay out key regions:
http://wiki.polycount.com/FaceTopology?action=AttachFile&do=get&target=bunk_poly_regions.jpg

RebeccaLessay
05-29-2012, 10:05 AM
Thanks for the assistance!

I just finished cleaning up the topology this morning, it fixed a lot of other issues as well as save me a whole lot of unneeded polygons.

Pixel-Love-Bunny
09-01-2012, 11:01 AM
Your topology seems good to me, I usually just pushed those points in. Anyway they usually disappear when your character is textured and shaded well. it's that hard weird hardware rendered that makes it look like that now, gray is a great way to catch those kinds of things but I found that they are usually nothing to worry about, as long as they don't affect animation.

bradAnderson
06-16-2013, 04:56 PM
Hey!

To kind of piggy-back on what Psyk0 said, you usually want to be very conscience of where you model in your poles. You can't avoid them, they're a necessary evil! Over time though you'll eventually learn your favorite places for them. Personally I aim to put poles in places that either don't deform too often, as Psyk0 stated, as well as places that naturally pinch.

For torso topology I see a lot of people with poles on the side of the pectoralis major which I usually try to avoid with bringing that pole into the armpit where the bicep would tuck under the pec. So with the face I usually place a pole either right on top of the cheek bone. Also with poles you usually want to keep them on the same edges to avoid getting spirals in your mesh.

Hopefully this can help some, and good luck with your modeling!!

Brad

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