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View Full Version : WIP: fem Face - Need topology help


Jolts
12-31-2002, 10:49 PM
Hey ya'll, this is a female head I started kind of based on a model called adreana lima and some other model kim smith. My surface topology is kind of getting jacked up and I need some ideas on some things to possibly clean it, make it lighter, better in any way possible. Ideas on making it more dynamic and less generic looking would be cool too.


http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/tmp/wo1.jpg

Talos
12-31-2002, 11:08 PM
all i can say is try and keep everything in quads :thumbsup:


looks good so far :beer:

3danim8d
12-31-2002, 11:19 PM
Joltz,

HUmm, I lost the message I just typed up...

As I was trying to say, what software do you use?

I see a number of narrow triangles, I would avoid those.

I see a 5 point poly under the inside of each eye. I would probably avoid these as well.

You narrow down two rows of quads with triangles in a few places, you probably don't need to worry about reducing the polys here, having the flowwill probably help you topology.

Good luck, I look forward to seeing an update.


Jeff

Jolts
12-31-2002, 11:23 PM
I'm using maya 4.5, this is actually a subd model that I want to use for both a highres model, and a then reduce it for a low res game model.

CGmonkey
12-31-2002, 11:34 PM
Nice model!! :) Could we get a smoothed version perhaps? :)

Jolts
12-31-2002, 11:48 PM
here's the smoothed version, I'm really not happy with it, lots of problem areas....cheeks, lips, forhead..

http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/tmp/wo2.jpg

lerpiedood
01-01-2003, 03:10 AM
Nice shaping, but you have alot of problems that need to be fixed. Never use triangles. you don't have much edge loop structure. you made corners of lips points :(.

Jolts
01-02-2003, 06:57 AM
I think I fixed the mouth area, now I need to get the forhead area fixed. I've been looking at this too long and I can't even tell if it looks like a woman anymore.

http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/tmp/wo3.jpg

Jolts
01-02-2003, 09:48 PM
little smoothed update, forhead still looks jacked up.

http://www.planetunreal.com/darkhorizons/!teamfiles/modelers/tmp/wo4.jpg

Mr Fudge
01-02-2003, 11:16 PM
I prefer the shape in your first smoothed posted image. It is the most realistic to me.

Other than that I can't find fault with the geometry.

Personally I would raise the arch at the edge of the eye sockets to make it look at bit more feminine. Also the area above the bridge of the nose needs to move down slightly.

I also think the head is a bit too pointy. Try squaring it off and making it slightly shorter.

And maybe accentuate the cheeek bones slightly.

That is what I would do anyway...

F

MaskTX
01-02-2003, 11:25 PM
http://cube.phlatt.net/home/spiraloid/ Try to use this tutorials:thumbsup:

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