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Old 10-30-2009, 01:47 PM   #1
MrMint
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Michael
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Pforzheim, Germany
 
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"ear to the head" or "different resolution"

Hi there,

this is my second attempt to model a human character. But this time, I want the model to be as light as possible. Additionally I am trying to remain "all quad".

I made the head first and after that the ear. But I will face the same issue when connecting the head with the body (somehow I cant get my head around boxmodeling).
Obviously my "project" lacks of planning and the selfrestrictions might not be such a good idea. Nevertheless I try to finish it up that way. Long story short:

How are you approaching the problem moving from denser to lighter area (same goes with hand-to-arms, or feet-to-legs)?
(maintaining nice flow)

Coincidentally the amount of the edges that I want to connect to the ear are twice the amount of edges the head provides. But that counts just this time.
Though I am pretty sure that I have to completely redo my topo there might be something that I have overlooked.

Looking forward to read your comments.


Last edited by MrMint : 10-30-2009 at 03:22 PM.
 
Old 10-30-2009, 02:50 PM   #2
FirechameleoN
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Libesh Balakrishnan
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prevention is better than cure my friend..

i had the same problem when i first started modelling....

i don't model the ear seperately anymore...... i extrude... make an outline of the ear in the head itself and then extrude that outline and go from there......

but for u, i see no solution other than adding edges in the head to equalize the edges in the ear... i'm sure u've deleted as many edges out of the ear as possible......
 
Old 10-30-2009, 09:19 PM   #3
MrMint
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Michael
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Thank you for your input.
As I said, I was pretty sure that I have to redo the topology. Every face that was placed is there for a reason. Well....hope dies last
 
Old 12-01-2009, 08:26 AM   #4
JoerdenLeigh
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Joerden Leigh
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Regardless

Looks great so far! Im modeling a VERY similar project. Good ear though i'd save it as a separate file to throw in your toolbox for a rainy day. I was curious if you'd be so kind to throw up an un-smoothed ear from diff angles? I'm looking up diff ways to approach the ear on my model, the most sensible being the extrude method if i want to keep the face and edge flow relative and in balance to the rest of the head.
 
Old 12-01-2009, 06:05 PM   #5
musashidan
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Daniel McGrath
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You say you want all quads but there'd be no harm have a few tri's hidden away at the back of the ear.Also,to kill loops off(hand to wrist,etc) you have to study up on different types of loops: U loop,T loop, etc........

There used to be a great thread at subdivisionmodeling forums entitled "The Pole" that went very in depth in all circumstances pertaining to sub-D modeling. I think it might still be floating around the net in PDF format.Well worth a read.
 
Old 12-02-2009, 09:26 AM   #6
MrMint
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Michael
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@Jordan,
thank you for your kind words. I think it would take more time to make all those screenshots. So I ll just attach the obj-file of the ear.

@musashidan
Thank you very much for your input.
Yes, as I mentioned I would have been better without those self-restricitons. Mr. Stahlberg itself has already shown that you can go even with ngons (depending on the pipeline as Laa-Yosh has thrown in in the topology-research-thread). I just thought I should go with those restrictions to be prepared for the worst case and make myself just used to it(want to get an intership).
And yes...the stickys of someArtist at subdivision-modeling.com are very cool. Have read them several times (not sure if this is good or not so good ).

Regarding the loops of the hand....I tried it with just looping them back....
Looks pretty ugly but I havent found a better solution so far :(

Attached Files
File Type: zip ear.zip (13.8 KB, 4 views)

Last edited by MrMint : 12-02-2009 at 09:28 AM.
 
Old 12-02-2009, 09:26 AM   #7
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