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CGORBIT
03-03-2006, 09:19 PM
Hello....
First i would like to say this is my first time posting on a forum so
i hope this works.
Well im taking a Class at my school and i have had some basic lessons
on modeling.
I have modeled a charater ( my 1st ) and it seems that the face is not very smooth.
its smooth but rigid in many places ( cheeks, mouth, nose ) so
( now to my question ) Would making sure i have quads through-out fix my issues? :banghead:

I hope i was clear on what i was asking, if not let me know.

Thanks.

grrinc
03-03-2006, 09:42 PM
Quads are good and you should get used to working with them as much as possible. But your problem may be because a number of factors. Is the model low poly ?? are the normals smoothed ?? Perhaps you could post a pic?

CGORBIT
03-03-2006, 10:08 PM
how do i insert a pic.
sorry im a little dumb about this type of stuff in the forum world. :hmm:

grrinc
03-04-2006, 04:00 PM
No worries Charles E. Get a screen grab of your model in solid / wireframe mode. Save it out as Jpg. When you log on here, click on 'Manage Attachments' and upload your pic.

CGORBIT
03-05-2006, 06:51 AM
here are some pics of the face i did.
by all means its not great ... again im here for help.
so what am i doing wrong here :hmm:

if the links or pics are not showing i will try again.

grrinc
03-05-2006, 11:02 AM
Hello again. If you are new to this then you are doing great so far. However, we really need to see a wire frame option so we can see how the polys are layed out. There is often an option to view your model solid but with edges / wires showing too. There is no need to render it. Do a screen grab if you can save out an unrendered view (PrtScn)

CGORBIT
03-05-2006, 04:03 PM
here we go, i was able to a screen grab.
Im using 3d max just in case you would like to know.

scrimski
03-05-2006, 04:11 PM
Use a shade Wire, take a screenshot of the unsmoothed object.

From what I can see is that you use a number of polys with more than 4 sides, which creates distortion while meshSmoothing

grrinc
03-05-2006, 05:13 PM
I am a Maya user so I dont really know how effective Max's mesh smooth is, but I am sure it can handle Ngons ok. A few triangles wont hurt either but you do have an excessive amount of poles and a pretty bad topology layout. The nose and the bridge across the nose looks ok but the rest needs a lot of attention. I personally would start again to be honest, there is a lot of weird stuff going on in there.

If you want to stay with that, then the first thing I would do is get as many of those nGons down to 4 sides as possible, if it cant be done then a few triangles wont hurt. Whilst doing this you should be looking to get the topology more flowing around the eyes and mouth. Too many ( more than 5 ) edges meeting up at one vertex can cause creasing problems too. Its going to be hard my friend, I wish you luck. Look at the WIP section to get an idea of how topology is typically layed out. It may help if you started with the box method. This is usually a good way to acheive good quad based topology.

CGORBIT
03-05-2006, 05:27 PM
Wow...Thank you for the help,
when i have my next one ill post and show my next try.

Pratice.... pratice.... pratice....
Cheers
.... :D

Erock0013
03-06-2006, 07:16 PM
Charles,

Practice is truley the only way to get better. A quad topology is great. It helps with deformation and makes it easier to bring into programs like zbrush. However a few triangles from time to time aren't the end of the world. I often try to hide triangles on the inside of the nose, eyes, or mouth. The most important thing for the geometry is to model for good deformation. This usually involves some type of radial pattern around the mouth and eyes. I would suggest looking at some muscle structures for the head, and try to mimic that with your edgeloops. There is a book out called "Stop Staring: Facial Modeling and Animation Done Right." I would suggest maybe looking at that as well. It outlines some basic principles for modeling the head. It's a good reference to get you going in the right direction. Hope that helps. Good luck.

Autumn
03-07-2006, 04:34 AM
Hi.

First off, I would like to put in a second recomendation for the book STOP STARING by JASON OSIPA. Seriously, it's the single most valuable book concerning modeling I have ever gotten! I find myself referencing back to it time and time again. The software used in that book is Maya but the techniques apply to all programs.

One usefull thing I figured out when I was starting out was to keep the mesh as low as posible than add more detail only when absolutely necesary. You could probably get away with much less geometry than you realize! The end result will be a lot nicer because the model will smooth better.

Keep on practicing :)

newellteapot
03-07-2006, 10:50 AM
No worries, heads, feet and hands are difficult. It's just practice, don't get too frustrated about it. There's plenty of tutorials online. To be honest, it looks a lot like most of the first attempted heads I have ever seen (actually, better), there's nothing wrong with you ;) it is just a matter of practice.

A suggestion: try modeling single parts separately, as an excercise. Ie: model an ear, a nose, an eye, a mouth...
It worked for me, to understand the topology of these basic features.
Then, it will be easier to understand how to build them out of the head mesh or how to attach them to it.
Try it, I do recommend it :)
Then, the next step would be to understand the overall topology of the head, but that will come with experience.
good luck :)

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