Body topology


#1461

Greetings.

hm, don’t know if this is the right place to post this… but after reading through this thread the topology questions have really made me think a lot. I’ve been trying to study topologies a lot lately but still i find it really hard to understand whats right and wrong.

I usually try to avoid taking help from others as i know that self-learning is the best and strongest way to learn. But this time i had to make an exception as im really stuck. :shrug:

Here is the nose-area of the head i have been working on. The area with the green arrows is is the flow that is making me unsure. I’ve made some researches but don’t really find any pattern between all the topologies ive been studying (when it’s about the nose-area of course), there are so many different solutions.
I’d really appreciate some comments on this.

if the above image doesn’t show, try this link:
http://hostfree.us/main/pic.php?u=53qUvT5&i=300

Thank you!

/Fahim


#1462

Your edges look fine to me.
You could run those edges towards the bridge of the nose for a good wrinkled sneer shape.


#1463

hm…ya, i’ve seen that on many of the topologies i’ve been studying…
did a try, don’t know though if this is better:
http://hostfree.us/main/pic.php?u=53qUvT5&i=306


#1464

Hi
I’m working on my first real head model atm and could really use some advice/feedback on it (especially the topology) - is this the right place to post it? as I am using polys and not sub-d as most of you seem to be.

thanks

Amy


#1465

amy, yes, please post here, would love to see your work. i use both subd’s and polys, i tend to jump back and forth. so lets have it :slight_smile:


#1466

Here it is : )

This is my first attempt at a head. Before I started I read up as much as i could find about edge loops and topology and so on, but i’m not sure if i really understand it…

It needs some more smoothing and things, but before i spend any more time on it i’d like to know if it’s worth persevering with or if i should start again with a different approach to the geometry.

Thanks for any comments and advice : )


#1467

Amy; that’s a good looking cranium, but the topology has a long way to go.

If you can get a clean loop that starts almost under the chin, then forms the outside of the nasolabial fold, then goes across the nose or curves over and into the nostril, then you’ve got almost all of the important topology for the mouth area.

For the eyes you just need clean loops that make the goggle shape.

The bulge in the center of the brow may be a bit much, but we’re just talking about topology, right? :wink:

Keep it up and give us updates!


#1468

Thanks for the super fast feedback!

Do you mean i should be starting off a bit like this?

The bump in her head was from following the reference photo a bit too exactly - it wasn’t ttaken from exactly side on as i had thought : (

Any tips on how to begin the nose?

thx : )


#1469

Come on guys, took you seconds to answer amy’s posts…
Im not a girl… but hey, i need help with this too! :rolleyes:


#1470

Fahim; I don’t see anything wrong with either of your solutions. That particular flow may be odd, but it doesn’t look like it would pose any problems, and you don’t have poles in bad places.

When I have something to say, I post, but your shots look a lot better than anything I could come up with, so nothing came to mind that I thought would be helpful. However, Amy’s post was unusual as it’s quite a good sculpt with a rather bad topology (sorry amy) so I felt I could give some advice.

Anywho, for you two or whoever, this tutorial was extremely helpful to me when I thought I was competent enough with sculpting heads to start trying to improve topology. It’s written for Silo but it all translates. You can do the eye thing in Maya by placing a nurbs sphere where the eye should be and making the object “live.”


#1471

Thanks : )

I had a second attempt, before i spotted your post about the tutorial. I think it’s looking a bit better than the first but i might still work through the tut and start from scratch again : ) as it looks like it will be pretty helpful.


#1472

Thanks a lot! thats exactly what i needed to hear… =)


#1473

Here is my next try.
I’m much happier with it, but i’m sure there are still plenty of bugs obvious to the knowledgeable - if anyone would like to point them out, i’d be very grateful : )

The tutorial was really helpful, Lachrymolonaut - thanks very much !


#1474

Alright sifu, check out the wires on this tough guy. WIP is the keyword here.


#1475

Hi, just wondering if anyone can resort me to any good character reference images, any will do as long as it has front and side images, accurately proportioned, i want to get into these discussions but havent got any reference images to work from…

please help

i’d love to know where you guys get yours from, hopefully they’re free

Thanks in Advance


#1476

I just take photos of people. I also have an anatomy book which is pretty useful - it was about three pounds from a discount book store.


#1477

Human Photo References for 3D Artists and Game Developers
:thumbsup:


#1478

Worth every penny


#1479

Amy and Fahim, you seem too concerned about keeping it all-quads, and it’s hurting your meshes. Amy for instance, you have edges buncing up where they can only mean trouble (like the front of the neck).
Yes, there are ways you could improve it and still keep it quads, but it’s so much easier if you start from the other end - make a mesh as light as possible, as suitable for the shape and deformation as possible, THEN quaddify it as much as possible. Or go even further and don’t care at all how many triangles and 5-sides you use, and Smooth it once (which makes it all-quads). Check out this thread from the beginning to better understand what I’m talking about.

And Amy, your nasolabial fold is going to run counter to your topology right next to the nostril, but of course it only matters if you plan to animate.


#1480

Thanks for the feedback Stahlberg : )
Will try again not worrying about the quads. After having a good look at the real person I think I understand how the nasolabial bit is supposed to go.

I wasn’t planning to animate it, I’m just trying to understand about topology atm.

Are there any things more difficult to model than organic characters?..