Body topology


#1601

Hello all,

I have got a major problem that I simply can’t find a solution to.

In attachment one you see a wing joining into a hull exactly as I would like to draw it. This is done in NURBS to assure total accuracy.

In attachment 2 you see the polygons as they have to be laid out to make this form.

Attachment 3 shows the problem. Because the polygons are laid out diagonally relative to the flowlines of the surface, torsion occurs. The resulting SubD mesh has got a strange bulge in it as compared to the NURBS mesh because of this.

How can I lay out my polygons in such a way as to prevent this? (besides using 100+ faces)


#1602

Mayan-Seraph-
i would sujjest adding a bit more geometry to the affected area. seems the topology is weak, and hence the bulging. i wouldnt say you would need 100+ faces, just a little more strength in the affected area. split poly tool perhaps, just to give that corner a bit less tension when subDivided…not sure if this will be the best way, just my suggestion :shrug:


#1603

WoW kry great stuff. boy you modeling is even better than before nice

whens the web portfolio going to be up


#1604

Hello all,

Yesterday I posted a problem about a surface with polyedges diagonal to its flowlines, resulting in torsion.

I have found a possible solution, it involves brute force from the computer but not from the user.

(Attchment 1)

I used the NURBS surface that defines the perfect form to draw a very low poly surface onto, which will be incorporated into the total model. I made this poly surface into a SubD surface, this surface will become a very small part of a large model. I added 3 hierarchy levels of SubD vertices, and then used the NURBS surface as an anvil to hammer all 300 vertices down onto. The result is a locally very dense mesh but without noticable errors. Well, I guess I need 100+ faces anyway, but because this is SubD the edges stop where the detail does… Pherhaps only using level zero was not the best idea I ever had.

(Attchment 2)

The top view shows that the surface no longer bulges noticibly, it almost looks like the anvil NURBS surface.

This solution is only useful for emergencies only though, so I can;t use it for more than just the two wing joinings on the spaceship… A better solution is more than welcome.

Baker17: What do you mean by weak topoly? Is there something called ‘strong’ topoly that behaves differently? I am not sure what you mean… I understood you meant that I just had to add more poly faces (hence the split poly tool), but that would result in 1000+ faces on the model entirely (Since I am restricted to quads and the surface is huge).


#1605

Trying another male WIP. Adding detail to the torso. No detail added to the arms and legs yet. This is the smoothed version.


#1606

That Maya PLE watermark makes my head spin :eek:

Sorry if this has been asked before but are there any books out there that explain topology in Maya?

I need help with it.


#1607

Baker17 : thx for the trangle idea it helped me improved the head i’m working on more.
allenatl : why you just post it without the wire on it ? it would be better to see and the neck . you need to define the muscle (i forgot it name’s . it looks like V).

this is my partcipation.

front.
http://www.cjb.cc/members/mohdgallery/miscUploading/front.JPG
front -wire-.
http://www.cjb.cc/members/mohdgallery/miscUploading/front_wire.JPG
side.
http://www.cjb.cc/members/mohdgallery/miscUploading/side.JPG
side -wire-.
http://www.cjb.cc/members/mohdgallery/miscUploading/side_wire.JPG
presp
http://www.cjb.cc/members/mohdgallery/miscUploading/pres.JPG
presp-wire-.
http://www.cjb.cc/members/mohdgallery/miscUploading/presp_wire.JPG

sorry for the tons of images . :slight_smile:

thx in advance.


#1608

MSB: Like the overall look of your head model.
On mine, I’ll post one with and without wires on the next update. I’ll add the neck muscles also. Thanks for the input.


#1609

This is an awsome thread, I would like to thank everyone who showed their models, wires and gave advice. While I await patiently for my Character Modeling book I am working on a female for fun. This is my attempt, its a rather large picture with frames, diffrent views as well as close ups of the eyes and mouth.

Any crits would be greatly appreciated. I couldn’t get any in the WIP lounge.

http://img.villagephotos.com/p/2005-1/943055/Topology.JPG

Thanks, Slowpid


#1610

Slowpid, I think you need to rotate the ear outward so that it isn’t flat against the side of the head and is more visible in the front view even if the hair is going to cover it.
Very attractive profile in the side view, especially the shape of the nose.


#1611

MSB-
its a pleasure, glad i could be of some help…thaks kryoboy too!
some ssues i found in your head…looking great though!
but i think if you look at how my head is realigned, with the triangle, the brow is in line with the chin, your brow is doing what mine origonally was, leaning foward slightly. i also think the ears are a little too far out, and that the top and back of the head need a little more work, as far as proportion to the rest of the head. did a little scribble for you here, hope you dont mind, i think better visually! this is not accurate by all means, just an idea where to go. so here goes…but otherwise a nice model and nice topology!

](http://imageshack.us)[/IMG]

allenati-
nice model, but try getting some body building reference, some issues on the torso there, mainly around the abs and pectoral region…just a thought!


#1612

quick render test along with more work… lighting done with a “new” way of doing IBL with HDR Lightmaps, no GI, noFG, and no light rigs. 2 point lighting and “new” IBL as fill.

heres one with no spec, and just front.


#1613

all your face are belong to us.

Alittle texture work… none of it is offical… Gotta go back and recreate all the textures at a higher quality… this is the draft textures that need refining! with more work on my shader rig.

after the first render i realized how famlier this face was to me from the movie’s… i just cant place my thumb on it…

Alsoo… my ear needs more shaping.


#1614

bone structure of that face is definatly rebbeca romain stamos. did you use her reference?
good job.

-slowpid


#1615

Actually, i used about 30 diffrent refrences… but that wasnt the artist i was thinking of… she usally plays the young quarky girl/young women type in a few movies that i cannot think of the name of to look her photo up.

About ready to work on those dull ears, made some corrections in my color, diffuse, spec, subdermal, epidermal maps, and made another pass at the basic textures. I think, I have enuff to visualize the head better now. Spec, Color, and Bumpmaps… need more work.

thanks Steven, Antropus, and Baker for being so much help and support though-out the creation of my character… Though… Shes not done yet!!

I think i like the higher hairline… than this one. hmm


#1616

well, guys im sorry… but I am going to be hit by the hurricane saterday morning about 1am… and will not have power for a week+ … Sadley I will not be able to make the deadline on Oct 3rd… So this project will be on hold, and I hope I survive the event and not lose my data/computer/home/vehicle or my life.

Cya whenever I get power.


#1617

Godspeed, man.


#1618

Somehow I doubt that anyone will hold it against you for missing your deadline :slight_smile:

Take care and be safe!


#1619

damn kry!
godspeed man, hope the storm passes quickly and without any damage to you or anyone else! be keeping an eye here for your return, thank you too for all your help, by the way the texturing is coming on really nice, and the face is looking great! keen to hear a little more about that new setup your using there. dont worry about the deadline!
peace


#1620

here’s where im at with my female model. happy with it so far, and got some textures on, although im not finished with the eyebrows, still gotto do them properly. let me know what you think.

](http://imageshack.us)[/IMG]