View Full Version : Help with head topology
ToastMan 11-16-2007, 02:41 PM I modeled this head in Max and even though it looks nice smoothed, I know that the topology is wrong. I would love some suggestions for imporving the wire.
Thanks ^^
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Stinger88
11-17-2007, 10:40 AM
Not looking too bad. But for better topology you need to get rid of and triangles and ngons (polys with more than 4 sides).
I can see a 3 triangles.
1. on the jaw bone
2. The outside corner of the eye
3. On the bridge of the nose
The last one is probably the worst offence. You should have quads going right down the middle ogf the face. To give the best results for smooth symmetry.
As for ngons. I can see one one the forehead.
You will have to fiddle abot a bit and add new edges to get rid of the bad polys. Its a bit like a puzzle, but you'll get there in the end.
Keep it up
rybeck
11-18-2007, 11:33 PM
Visit this post (http://forums.cgsociety.org/showthread.php?f=7&t=108412) (one of strongly growing :) )
You will need a couple of nights and 6 pack of redbull to read through all posts, and I highly recommend if you are serious.
It is not oriented any sphecific package but stays under maya section (I believe since the OP is Maya user).
avdoot
11-23-2007, 07:44 AM
avoid the triangles as much as u can n better u search foroums for wire ref images on topology..
m sending u one hope it helps..this is not the best but it has a good topology going..
cheers:thumbsup:
avdoot
ToastMan
11-23-2007, 02:00 PM
Thanks for the replies, although they kinda contredict themselves. I got a couple of you saying to keep quads and avoid poles, and then another one pointing me to stahlberg's thread who is all about modeling with absolutely no commitment to all quads.
I actually already know the famous stahlberg thread and had a look through it, but even though I respect stahlberg's approach, I still try to keep my wire as clean as possible.
So yea, it seems I have plenty of rearranging to do... Thanks!
musashidan
11-23-2007, 06:13 PM
Poles are actually pretty essential in establishing all quad edgeflow/loops.Check out this excellent thread about poles(not the lads that share a border with Germany but the vertices that share 5 or more edges:))
Have a good read of it and study it.I came across it after years of modeling and i improved immediately having digested the info.
I want to understand poles (http://www.subdivisionmodeling.com/forums/showthread.php?t=907)
ToastMan
11-23-2007, 07:03 PM
Yea I know that one too. Havn't really read it through though. Thanks, I'll give it a read.
ToastMan
11-24-2007, 10:14 AM
I read the poles thread once more and I gotta say it helped a lot, but I'm still having alot of problems.
I marked the areas with the problems. I need to get the red, blue and yellow edges to flow to the back of the head. Also to get rid of the green trinagle (I tried using methods from the pole thread like collapsing the edges, but it doesn't look very good). And also, no matter what I try, I cant get rid of the Npole (Circled).
Another thing, I dont know what to do with those stray vertices just below the nose.
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