Bumps on face

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  05 May 2012
Question Bumps on face

I've made a character in Maya 2011 and it's nearly ready to be texturized. Unfortunately there are some bumps on the face.



and the wireframe ofc:



I think it's because there are three faces connected to one vertex (there are a few more of those on the body but only on the face does the shading get freaky)

Because the vertices connects several edge flows it's difficult to make one steady edge loop out of it.

I also tried the geometry smooth and relax tool but all it does is wiggle the bump around...
 
  05 May 2012
The artifacts you see are caused by poles (do a google search about E and N poles in subdivision modeling).

You have some uncommon topology going on which doesn't help. Poles are helpful in redirecting polygon flow and making a mesh more efficient, the trick is to place them in areas that make sense, where bones poke through the skin for example and won't interfere too much with mesh deformation.

Check topology suggestions here:
http://www.phungdinhdung.org/Studie...e_modeling.shtm

and here:
http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29

Pay attention to this "roadmap", while not perfect, it indicates how to correctly lay out key regions:
__________________
 
  05 May 2012
Thanks for the assistance!

I just finished cleaning up the topology this morning, it fixed a lot of other issues as well as save me a whole lot of unneeded polygons.
 
  09 September 2012
Your topology seems good to me, I usually just pushed those points in. Anyway they usually disappear when your character is textured and shaded well. it's that hard weird hardware rendered that makes it look like that now, gray is a great way to catch those kinds of things but I found that they are usually nothing to worry about, as long as they don't affect animation.
 
  06 June 2013
Hey!

To kind of piggy-back on what Psyk0 said, you usually want to be very conscience of where you model in your poles. You can't avoid them, they're a necessary evil! Over time though you'll eventually learn your favorite places for them. Personally I aim to put poles in places that either don't deform too often, as Psyk0 stated, as well as places that naturally pinch.

For torso topology I see a lot of people with poles on the side of the pectoralis major which I usually try to avoid with bringing that pole into the armpit where the bicep would tuck under the pec. So with the face I usually place a pole either right on top of the cheek bone. Also with poles you usually want to keep them on the same edges to avoid getting spirals in your mesh.

Hopefully this can help some, and good luck with your modeling!!

Brad
 
  06 June 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 05:22 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.