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Old 02-03-2013, 04:07 AM   #1
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Join Date: Jan 2013
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some character topology questions

I am rebuilding a character from a 3ds max class in maya because he had a lot of triangles and his arms did not twist very well.

First, I want to update his facial topology so that he can do some talking. I have watched some classes on digital-tutors and have the book "Stop Staring" so I tried to follow some of those techniques. But, most of the references are not for a character with a snout, so I am wondering if any of you have experience with it and could give some advice. Here is what I have for now. It has only quads, but there are some 5 and 6-pointed vertices.

And for his arms, I saw a youtube video explaining that when the hand is facing down for the modeling pose, you should "pre-twist" the forearm because the hand down is actually towards one extreme of the twist, so I would like to know if this is correct:

Thank you
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File Type: jpg face_side.jpg (82.4 KB, 20 views)
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Old 02-03-2013, 05:35 AM   #2
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Panupat Chong
Join Date: Feb 2004
Posts: 1,942
I think it's best to learn from example. Take notice how edges loop around the nose/mouth area.

If you also want to animate the eyes, then look up facial topology in general.
Old 02-03-2013, 05:35 AM   #3
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