View Full Version : Modelling and Topology: Old Man's Head

08 August 2004, 12:48 PM
Hello. I am currently modelling a head in Maya 6.0 - my first attempt. The head (is meant to) belong to an old Japanese man. When finished the character will be toon-shaded and as a result of this needs to have key wrinkles hard modelled in so they are stroked when rendered.

I have tried to absorb as much basic info about correct topology for animation from this list but I suspect there may be some issues with the model as it currently stands. My key problem is that I'm at the point where I'm happy with the basic proportions of the head and now want to put in extra detail such as crows-feet and wrinkles in the bags under the eyes etc. I'm not sure how to best do this other than just endlessly building up density. I'm also unsure how to 'end' these areas of density - eg if you look where the detail has been added in the corner of the eye, you can see I am currently just letting the additional wireframes just stop. I assume this is unsatisfactory and will cause problems down the road. Should I just continue them to the back of the skull? Also, how does one get rid of tri's, other than adding more detail?

In short, I would like:

a/ general feedback on the model (proportions etc)
b/ feedback on the topology and how it will animate (the animation will be fairly naturalistic as opposed to over-the-top)

Any other feedback is also welcome...

Many thanks in advance!

PS Also adding an image of the bags under the eye where I'm trying to add wrinkles.

08 August 2004, 03:44 AM
Doesn't anyone have some tips...?


08 August 2004, 01:07 PM
The area above the the eye needs rounding off - you have a sharp edge there.

The lids should "hug" the eyeball shape more.

I can see several area's where faces are at 90 degree to one another which results in poor smoothing results. This is apparent in the chin, the lips, the eyes and the cheeks.

Your edge loops should flow naturally into one another.

I like the subject matter, reminds me of the old characters Miyazaki includes in most of his films.

Michael Miller
08 August 2004, 04:38 PM
ya, and the sags under the eyes shouldnt be at such a point, they should be more rounded off and gradual

08 August 2004, 02:07 PM
maybe you should try adding the wrinkles and details in a displacement map. it's a lot less heavier like that.. and you'll have better results!

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