View Full Version : Human Head Help
Disney 02-15-2004, 07:51 PM Hi people.
I am here to ask for help with my humaniod model meshes.
The pictures below show my latest model. She is finished but I am not entirely happy with how she is built. (Grid mouth, point of forehead etc)
I am now begining to model another human charater, this time a male and i dont want to make similar mistakes.
Also for this new charater I want the same level of detail but using much less geometry.
Basically I want my mesh to be as optimised as possible. Ideally no more than 500quads for the head.
If anyone could point me towards any links of good examples or give me any tips it would be much appretiated.
Thank you very much.
Pics:
http://homepage.ntlworld.com/geoffrey.shek/tim/Other/Wire-01.jpg
http://homepage.ntlworld.com/geoffrey.shek/tim/Other/Wire-02.jpg
http://homepage.ntlworld.com/geoffrey.shek/tim/Other/young.jpg
http://homepage.ntlworld.com/geoffrey.shek/tim/Other/old.jpg
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pur9e
02-15-2004, 09:57 PM
The main problem with your modeling is that you have ignored the way that muscles and bone actually flow on the face; all you have done is make a statue in the shape of the face, but not a real 3d representation of how it's put together.
http://coldfusion.art.msstate.edu/camenisch/thehumanhead/
http://cube.phlatt.net/forums/spiraloid
Studying (many hours) those will clarify if you do not understand.
hm, not bad, pur9e has said the main bit, the line flows...
only thing i really see is the flatness in the ear...detail in the ear fold seems to be there...however? the shape is moulded pretty flat on...
I know faces and features come in all shapes and size but a little tweak..
mainly the earlobe [lowerear] area, needs to, feel that little more fixed to the remaining side head...
:)
tfall
02-16-2004, 07:48 AM
If you want to optimize the number of polygons, pay attention to where you need them and where you don't.
In your model, most of the head is hidden by the hair, so you don't really need very many polygons around the top and back. Also, your model has very flat cheeks that don't need as many polygons has you have. You can use large polygons in these areas. Save the polygons for the eyes, nose and mouth. You'll need more polygons for tighter curves, fewer polygons in flat areas.
Also, as was suggested previously, follow the contours of the face and muscles. Your polygons flow horizontally across the mouth and cheeks, instead of around the mouth and along the jawline. Following the muscles is especially important if your model will be animated, but it also helps keep the polygon count down.
- Terry
Disney
02-17-2004, 02:37 AM
Hi all.
Thank you guys for your feed back. It has been very useful to me. I am understanding now that I must follow the muscle contours to make this work properly. I have enroled in a life drawing class to give me the perfect opportunity to study human form and am looking at a few anatomy books for initial refernce. Im hoping this is going to help.
Pictured below is the beginings of my new, male model. Please understand that this is at a very early stage and has a lot of development ahead of it. Im just wanted to post it to make sure im going in the right direction before I get too far in.
Crits again welcome,
Thanks.
Techy bits: (I know I forgot this last time, sorry)
Both models: Maya 4.5
Girl textured with Photoshop 7.0
Pic:
http://homepage.ntlworld.com/geoffrey.shek/tim/Other/Wire-01Male.jpg
tfall
02-17-2004, 04:49 PM
Looks much better.
You might want to match up the lines of the polygons above and below the eye openings, like you did with the mouth. Since I set my models up for animation, and also because I'm a bit picky, I like to keep things balanced. You're off to a good start.
- Terry
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