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Old 02-19-2008, 12:59 PM   #1
ArjunM
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Arjun Mohan
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Every inch in a loop

In all sessions on face and body modelling in our institute, we have been instructed to keep all edges in the body in loops; that every edge should be in a closed loop. This was suggested so that rigging happens better. When I was looking at several tutorials, there were examples of models where certain edges didn't form closed loops. I'd like to know whether that condition, to have every inch in a loop, is absolutely essential.

p.s. I don't know the right forum to post this

Last edited by ArjunM : 02-19-2008 at 01:02 PM.
 
Old 02-19-2008, 05:09 PM   #2
Rebeccak
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Hi there, I have moved this to where I think you may get the most response to your questions.

Check out Spiraloid as well, this guy is the person mainly behind edge loops I believe.
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Old 03-02-2008, 03:50 PM   #3
ArjunM
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The models I prepare are initially so low in poly-count, they'd fit nicely in a game. But that's where the loopings vanish. I want to make a face that can be animated easily, which can talk or sing to a script or background score.
 
Old 03-05-2008, 04:38 PM   #4
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I'll give it a shot .

Edgeloops/ edgeflow is still very important when it comes to animation, whether in games or pre rendered for films etc. General rules are you want loops to eminate out of a node you want to animate when it comes to the head. With limbs that are rigid you need a minimum of three loops around a joint to get basic deformation. There are as many different styles of looping a face as there are modeling techniques and modellers and here is an example of one of the setups I am doing now. There is heated disagreement in the 3d world about edgeflow and you will have to develop a style that is best for you.

I use the eye, mouth and ears as nodes. For humans ears arnt that important where animation is concerned, but with rabbits it is . The arrows are to show basic flow lines. Get onto the web quick, there are a million good head and body modelling videos/ tutorials to download made by generous souls. Make a simple head, animate it and make another, another, another, and you should be right. Just to get you started Ben has made lots of great tutes for you for free!

http://www.poopinmymouth.com/

BTW its not every inch a loop unless you are planning to sculpt. Even then you should vary the resolution of your geometry by the use of hooks to make an efficient mesh.


Have fun
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Last edited by Kanga : 03-05-2008 at 04:43 PM.
 
Old 12-02-2008, 07:09 PM   #5
ArjunM
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Arjun Mohan
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For a long time, I've followed the Stahlberg rules of face loops- where every edge should be part of a complete loop, as indicated in those diagrams. Our modelling instructor then told us to follow those rules so that animation can be done more easily.

But when I modelled a fresh face recently, I found that sticking to those rules will give something that's a little weird, possibly unbalanced. For instance, there's a big flat gap between the eye loop and the mouth loop Adding more loops will lead to a concentration of loops at the nose, and that's not something we like much.

That's another issue- do I keep adding more loops till I get the right kind of shading I see in a photograph in the background of the viewport? Or do I just bend those rules a little and add some straight-line or incomplete loops? Ive seen some models where the chin isn't in a loop, but it's an accepted method in some circles. The looping of the nose is something I've often had to break out of just to get a good shape with minimum detail- and most of my models have a very low polygon count at first.
 
Old 12-03-2008, 04:18 PM   #6
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i found this to be a very interesting read, especially later on.
hope it helps

cheers
 
Old 12-05-2008, 07:10 AM   #7
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Quote:
Originally Posted by divi
i found this to be a very interesting read, especially later on.
hope it helps

cheers

Woot! That is some damn cool instruction. Thanx alot for the heads up Sebastian

Cheerio Chris
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Old 12-06-2008, 01:17 PM   #8
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While most people say that tris and 5-siders may mess up your models,they usually dont have that big of an effect when placed correctly,and can even help optimize your polygon count.

For example,you dont need an entire edgeloop around the lips to form the sharp edge because that hard edge gradually smoothens out towards the corners of the lips,so adding a few segments above the lips as opposed to an edge loop would definitely make your model cleaner.Also,having a complete edge loop over there tends to become obvious near the corners of the mouth.
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Old 12-06-2008, 01:17 PM   #9
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