View Full Version : head model for syncing
bar2sek 01-15-2004, 04:27 AM Hi everyone, this is my first 'focused critque' but I'm ready to be hammered. I'm planning on setting this up for lip syncing so I need the deformation to be correct. I will continue to post the torso and body as I get to them. This is my first attempt at a fairly high poly character with full sync capability.
What I'm looking for: pure modeling and anatomy crits. I'm not planning much for textures since it's for an animation reel, so lighting and simple colors will due.
Don't hesitate to give me hard feedback, I consider the opinions of the people around here very important
I am especially looking for crits on:
- edgeloops
- point layout (lip sync deformation)
- Any other detail/anatomy concerns
Software: Maya 5.0, I've only just duplicated it over, so the seam in the middle will be taken care of when I finalize the modeling. I followed through Jason Osipa's great book 'Stop Staring' for the point layout.
Points of interest: Cheek bone and jaw areas. I havn't hit them too hard, but I'm having trouble putting my finger on what's missing there. Other than that, surprise me!
here we go:
male head model (http://www.bar2sek.com/higherrez.htm)
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bar2sek
01-16-2004, 11:10 PM
welp, must be good then...
or else unspeakably bad after 2 days of no comments. :D
JavonX
01-17-2004, 01:05 AM
Next time, don't link to page with the images, people are lazy and you loose many possible interested people, you already have the pictures uploaded so why not post them directly? It will take you 10 sec to do.
You used a bit much faces for the nose and the sides of the nose
The edgelops in the front view look good to me, but the edgeloops in the sideview look strange, they look curved and with sharp turnes and there are many tris as a result of it.
Jerkazoid
01-17-2004, 04:28 AM
im curious
your using blend shapes to animate this?
this is something i just have to see... what a challenge to model a high poly face and make the neccesary 20 or so facial gestures.
if so
the layout of the cross sections will defienetly add to the work of manipulating the face into the extreme gestures, acuretly.
its ok in the front but from the side the contours should be much more smooth for easier and cleaner manipulation.
nimajneb
01-17-2004, 03:27 PM
You model suffers from too much attention to form and not enough to structure. You have the right idea around the lips, but all those loops need to come forward quite a bit. The transition between the group of loops I've been calling the muzzle, and those that describe the check are ... well there really isn't one. You have the form of the cheek delineated in a grid and then smack! The loops of the mouth start. You can see evidence of this in the line that goes aroung the muzzle group in your shaded pictures.
The eyes have the beginnings, I can see the loops beginning to form the characteristic mask. You will need more loops in the eyelids to make them open, close and squint pleasingly. Also, about your use of tris. When required yes, but in areas like your brows you have some eight sided poles with tris coming into them. That's going to be a problem .
Another thing to think about is mesh density. Look closely at the filtrum and the top lip. What its the purpose of all that mesh density there. You are going to need to move these features around quite a bit when it comes to making blend shapes. The denser the mesh, the more difficult the changes. Terminate some of those (with 3 & 5 sided poles, diamond faces), and simplify.
As you model you should be thinking about two things. 1. Form, or proportion, you're doing that. 2. Function, how is it going to move. You need to be seeing the blend shapes in your head as you model the neutral pose. You need to be planning how you are going to shape those poses with the structure you have in front of you.
Here's some references for you:
The human head (http://coldfusion.art.msstate.edu/camenisch/thehumanhead/)
This is likely the best site for an overview of topology requirements for facial modeling. It empathsizes NURBs but the issues are the same for sub-d.
Stop Staring (http://www.amazon.com/exec/obidos/tg/detail/-/0782141293/qid=1074355563//ref=sr_8_xs_ap_i0_xgl14/002-0626588-9146411?v=glance&s=books&n=507846)
This is a link to the only good book I have found on facial modeling, animation and rigging. I love this book. I'm a MAX user, and it's Maya but the material translates well. With you being a Maya user, it's perfect for you.
bar2sek
01-17-2004, 08:15 PM
Hey, thanks guys!
Javon_X: good point, I'll post the pics on here next time.
Jerkazoid: I was following the Stop Staring book for how to model and rig the head. I havn't gotten that far yet, but perhaps this modeling stuff isn't for me. I might just have to use other people's models/rigs and stick to animation.
nimajneb: wow! fantastic articulated advice. Will definitely help.
Thanks again
nimajneb
01-17-2004, 11:55 PM
You have the book! Good. Use the example files he give as a reference for looping. Do the sections on modeling a couple of times from scratch to give you a better feel for it, then go back to the sections on making the targets. That is an awesome book.
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