Modelling Heads


#201

Often being pressed for time, I tend to start with a cube and build from there. My topology greatly depends on what I want the outcome to be. I do sometimes obey the consensus about topology and non planars but 90% of the time, I don’t care about either. I work within the bounds of what works and granted some topology creates problems, I’ve learned to avoid those things so as such I guess my experience has liberated me from such worries.

Anyways, when it comes to organics, I usually always work in sub_D mode caring less about the view that it’s bad practice because in the end, the results speak for themselves. And since I freeze and triangulate my production model, I have no problems rendering as well.



#202

what are the non planar polys? or the problems with them?

i know that in nonsubpach the dont see, like the back of a poly,
but in sub divicion they look fine


#203

:drool:


#204

A model I’ve been working on from Larry’s course. Basicaly the single poly smooth-shifted, bandsawed and knifed into this.

No matter which technique, reference is really important. Or at least a really good understanding of anatomy.

One thing I’ve noticed is that with each head I do I notice new details that I have to look at reference to figure out. I guess as I getting closer to photorealism anatomy errors become more pronounce.

[/IMG]

This is a great thread BTW,

Jay


#205

Originally posted by pelos
[B]what are the non planar polys? or the problems with them?

i know that in nonsubpach the dont see, like the back of a poly,
but in sub divicion they look fine [/B]

You dont have nonplanar polys when working with SubDs :slight_smile:


#206

Jonathon ,Jmcalpin
Great job on those heads. I like the fact that even with a fairly low poly count you guys have a lot of character in those faces.
Nice work! :slight_smile:


#207

:drool:

:cry:


#208

Andrew, I can’t remember if I’ve mentioned this to you or not (I probably have) but you should seriously get a copy of Jason Osipa’s book Stop Staring. Even though it’s written for Maya, it’s easy to follow it in any program. The great thing about the book is that it teaches principles - the why’s of the process. And while it’s all about head modelling, the principles illustrated in that book apply across the board in all facets of organic modelling.

When it comes to modelling, I think that understanding the principles is far more important that knowing what tools to use and what buttons to press. Because once you know the principles you can figure out the rest on your own.

Trust me, once you know modelling theory, you’ll NEVER EVER need a tutorial on modelling again - because you will be able to tackle any modelling situation you encounter. Seriously.

Check out the Modelling forum here on CGTalk and read about things like edge loops and organic modelling.

In all honesty, I’ve only done about 3 or 4 tutorials EVER. I decided long ago to rather concentrate on learning theory behind methods, as opposed to pure methods themselves. Learning theory enables you to develop your own methods while applying concepts that work because they follow fundamental rules.

Don’t despair :slight_smile:
Be pro-active in your learning. Take the plunge and read some theory - and by theory I don’t mean boring math. I mean the concepts and fundamentals behind successful modelling. Once you know why things work, you’ll be free to let your imagination run wild since you’ll be able to do whatever you want. I promise :slight_smile:

Having said that, I really think it’s time I get some sleep.


#209

i think leigh said it right there
i’ve never done a modeling tutorial
i learned from looking at other peoples wires
and picking up how the modeling works
and alot of messing up in modeler :slight_smile:
i’ve been looking at this thread the whole way through and all the spline stuff is interesting
i always model point by point
but i’ll have to give splines a try one of these days


#210

I’m just afraid to dip into some of the tougher stuff.

Seriously, I’m really afraid that my models will turn out like crap
etc. etc.

But yeah.

I don’t know where to start…

Sorry for the let down guys. I just suck.


#211

Originally posted by AndrewE
[B]I’m just afraid to dip into some of the tougher stuff.

Seriously, I’m really afraid that my models will turn out like crap
etc. etc.

But yeah.

I don’t know where to start…

Sorry for the let down guys. I just suck. [/B]

Of course most peoples first stuff looks like crap. Crap is a good fertilizer and promotes growth. :slight_smile:
You see the good stuff people post but you never see the crappy stuff they did to get to the nice stuff. :). Dont be afraid of jumping in. You wont drown and people will give you some valuable feedback. Pick up an action figure somewhere and start with that. :slight_smile:


#212

Originally posted by SplineGod
You see the good stuff people post but you never see the crappy stuff they did to get to the nice stuff. :).

very true haha :slight_smile:


#213

Of course most peoples first stuff looks like crap. Crap is a good fertilizer and promotes growth.

Heh, Don’t mind if I borrow that do ya Larry? :slight_smile:


#214

I post some crap and leave my errors up for people to see. I find it funny :slight_smile:

Man, I should dig up some carciatures gone wrong so we can have a HUGE laugh hehehe.


#215

Astro,
Sounds like weve all been there… :slight_smile:

Jonathon,
Anytime! But thats Shultz with no c :slight_smile:

Pi,
Ive SEEN that video, caricatures gone wild! Great stuff! :slight_smile:


#216

You guys are soo nice…


#217

Hey Andrew,
Heres something else that might be useful. Heres how I use simple primitives to quickly layout templates that I can build splines from. Its quick and simple.


#218

I got my head going to this direction. COuld some head genious here help with the mesh. Is there any faults in it and if there are, what to do with em. I am all new to this head business.


#219

Well, I’m not one of the masters but I see one error there which I too had in my latest model. It concerns about your edges following the muscle structure of the face (or to be exact, the lack of it). Oh hell, this is so much easier to explain in finnish so here goes… (sorry to all of you who don’t speak finnish…)

<finnish>

Eli, käyttämällä spin quadsia ja liikuttelemalla pointteja sinun tulisi muodostaa ns. “edge loop”, joka kulkee suupielistä lähelle nenän puoleista silmäkulmaa ja kiertää suun alapuolelta. Eli muodostat polygoneista jatkuvan ympyrän, joka seuraa kasvojen lihaksistoa. Kannattaa katsastaa SplineGodin Klonkku-kuva, siinä on todella loistavasti havainnollistettu oikeanlainen polygon flow. Lisäksi laskisin ehkä silmäkulmia alaspäin jonkin verran, en usko että kun hahmon silmät aukeavat, että ne näyttäisivät oikealta.
Ja ehkä kannattaa koittaa saada nuo viiden-kuuden edgen pisteet muokattua niin, että niihin tulee vain neljä kappaletta niitä… Parantaa huomattavasti animoitavuutta, kun ei tarvitse huolehtia niiden mahdollisesti aiheuttamista ongelmista.

Jeps ja hauskaa Joulun odotusta! :slight_smile:

</finnish>


#220

Hi Juzz,
Its a very good job overall. I like the flow for the most part.
Ive indicated some places I would look at fixing. You can split the polys under the nose to extend that edge and get rid of those triangles. I would spin the quads between the nostils and corners of the mouth to get a better edge flow there as well.
There is an edge that terminates in front of the ear that I would probably fix and the area around the temples.