Modelling Heads


#381

Thats pretty much how I think of the SubD cage too. Thats more or less the advantage of using SubDs instead of manipulating the polys directly is that you use less data (less time) to control more data.

What I do with those star shaped intersections is use spin quads to push them out of the object to an edge or to an area where they can be hidden or they just dont cause problems (areas that wont be deformed).


#382

The only problem is that there is not a solid outline for the jaw. The edge cuve on the side of the mouth just goes str8 out instead of helping define the side of the face/cheek.


#383

You are right Julez, I doodled some more with the edgeflow along the jaw, reduced polies, and came up with this 116 quad-polygons model:


Perhaps a good model to create the basic proportions with, then freeze it with 1 sub-d, and continue to add details… Ill try to make a high-poly female out of this setup some day.


#384

This thread is still breathing? Cool…I may as well as my character model to this mix as well…the focus is just the head and bear in mind, this head is NOT subpatched. This is a game model…
My intention here is not photorealism of any kind, but a practise of head modeling to display emotion and learn more about form… Box modeling method was used with the creation of this head…


#385

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