View Full Version : Head Modelling Problems.
10-23-2011, 07:07 PM
I'm taking a course in Character Modelling and as I am discovering it is not really one of my strengths. I'm having some difficulties with my topography of my head. I am warned that "starred" verticies are not a good thing and should be avoided, and I have two of them between the region of the eyes and the ears, plus an Ngon right next to the eye. Not having enough experience with these problems I just can't see a solution to fix these small problems.
This is also the third head I have ever had to make so I have likely other problems I don't see yet so it would be great if someone would point them out to me. Thanks.
10-24-2011, 02:43 AM
"Starred" vertices are also called poles, they are used to redirect the flow of polygons. Poles aren't always a bad thing, in fact having poles will make your topology a lot cleaner and easier to work with. If you don't redirect the flow, at some point you'll have to add extra edges to keep your topology as quads.
If you notice poles create unwanted artifacts, try to place them in areas that won't deform much (think of them as anchor points, like how the muscles underneath attach onto bone).
Now, what about topology? the idea behind topology is to recreate how muscles are laid out under the skin, in doing so you not only get a good range of motion with less polygons, but also the anatomy representation is more accurate.
Take a look at the following examples:
More info on edgeloops and topology:
This example in particular clearly pinpoints where the poles are placed.
Hope this helped you somehow.
10-24-2011, 05:35 PM
These links were incredibly useful. My eye was looking a little rough yet and I can see why now thanks to the method on the one link. Thanks.
10-28-2011, 08:38 AM
i notice that the polys on the edge of the jaw are narrow diamond shape, which makes that edge too sharp. you might want to move the vertices a bit and/or add few edge loops to soften the look.
i think the stars are not too noticeable.
10-28-2011, 08:38 AM
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