Topology research


#1051

hey again.

I went back to zbrush and painted some lines to figure how to get the edge flow follow the facial features bit better. I had to make a lot of weird faces in front a mirror to see where the wrinkles and stuff actually forms and then imagined if this character tried to make the same expressions how would her face deform and where the wrinkles would appear.

I ran into some problems… The blue lines are where i thought some wrinkles would aproximetely form in certain expressions. So i tried to make the edge flow to align with them.

The blue line that starts from above the nose then goes around the mouth below the jaw is pretty important i think and it was missing from the previous face. This is where i ran into problem.

What i’ve experienced is that those 3 sided vertices are the most harmfull for deformation. in wrong places they cause evil bumps. I’m trying to avoid them where the red line is pointing.

What do you think?

Here’s the messy drawing i did.

Thanks for the input. :slight_smile:


#1052

hey again,

     here's some progress.. probably a bit better but im not really sure.
     
     [img]http://img43.imageshack.us/img43/1148/quetopo666.jpg[/img]
    
    Here's a rough blendshape test. I sculpted it in zbrush. I didn't use much time on it so it looks a bit awkward here and there. What's the hairless cat called? Sphynx ir something. That could work as a reference.
    
    [vimeo]54236663[/vimeo]

(edit) The video wasn’t great so here’s a pic of the blendshape it self. its slightly improved from the one in the video.

  Maybe i should make a separate thread about this cos i'll be working on this for a while so i could keep updating it once in awhile without flooding this thread.

#1053

Hi,

Here is a link to the meshes that I used for my iBook. “The Art of Moving Point”.

These meshes are a good starting point to learn about topology needed for good articulation and deformation. They were used as the starting point for most all of my character work at Pixar.

Note that the spans are roughly laid out and could further polishing to improve the final deformations.

http://www.riggingdojo.com/free-model-from-hippydrome-com/

https://itunes.apple.com/us/book/the-art-of-moving-points/id639498241?mt=11

http://www.hippydrome.com/MeshDesignFace.html

Cheers,

HD


#1054

Hi,

You can now read my iBook on any Apple computer running OS X Mavericks.

The iBook is for sale in all countries that it can be sold in. You can check the iTunes store to see if your country is on the list.

cheers,

HD


#1055

hey HD, any chance for an Android version. I would love to read your book.

Cheers


#1056

Hey,

I would love to do a Android version and plan to do so as soon as Google can support embedded videos, since this iBook has 135 videos in it.

Cheers,

HD


#1057

Hello,
Maybe somebody can shed some light on my biggest issue with edgeflow:
what would be a good way to connect the parts? Be those arms to torso or eye sockets and face, I always struggle to find a solution to dissipate the edges. Is there any strategy I can employ?

Tried making big volumes and adding details when the main loops are in place - I end up with lots of extra loops going in circles, or edges piling up in areas.
tried to make ilands then connecting as I see fit - some edges will go round and round…

Thanks


#1058

Hey guys, I was wondering why the topology of Richard Parkers model is so much different from the topology of the wolf in Red Riding Hood. Both animals have very similar bone and muscle structure and both were modeled by Bradley Sick at Rhythm & Hues. I assume, that Rhythm & Hues used similar workflows (skeleton, muscle, skin, fur) for those animals, but why is Richard Parkers topology following the muscle structure and the other isn´t?
I´m planing on animating a quadruped and therefore I need a good and clean topology. Has anyone an idea, which approach is the best and why?

(Btw, I took those screenshots from Bradley Sicks wonderful Reel: https://vimeo.com/67765783)


#1059

Hi to all,
I would like to share with CGSociety some time lapses about facial modeling ready for production I did last year. You can find more information about all the process here: http://www.sergicaballer.com/facial-modeling-timelapse/

Part 1
[VIMEO]63320058[/VIMEO]

Part 2
[VIMEO]64302836[/VIMEO]

Part 3
[VIMEO]73340876[/VIMEO]

I hope you like it!

Thanks,
Sergi


#1060

http://adamated.blogspot.mx/2009_11_01_archive.html


#1061

Sorry but that model isn’t really good for anything, except maybe to start a sculpt from.


#1062

hello all,
i think that In mathematics, topology the study of topological spaces, is an area of mathematics concerned with the properties of space that are preserved under continuous deformations, such as stretching and bending, but not tearing or gluing.
thanks,
http://thecheesyanimation.com/Isometric-&-Floor-Plan.html


#1063

Hello,

i need some feedback about the topology of my 3D Charackter.
What i can do, to get it better?

Thanks for your answer^^






If you finda any grammar, pls correct me and send me a pm
That is rally helpful for me.


#1064

Great thread! Lots of great stuff here.

Removed my question, and added to a separate thread. :thumbsup:


#1065

An in-depth 3ds Max, advanced 3D modeling guide for creating high quality 3D Geometry and Reflection for cars using polygonal modelling, by former ILM plus LucasArts CG Artist - Ali Ismail.

http://www.carbodydesign.com/article/59531-modeling-cars-in-polygons/


#1066

Hi

I have a question regarding realistic topology and topology in some animation films.

I see these examples and also remember that I’ve seen in some tutorial, the tutor mentioned that sometimes topology like this(no loops around mouth) might be better for cartoon characters.

I didn’t know that even at Pixar they model faces with this kind of topology.

\So I wanted to know. that would the difference between this topology type and that of conventional (with loops) in practice and in animation…why would one choose one over another?

Thank you


#1067

Hi,

I’ve had this question for a while. I would appreciate if someone could answer that.
To the best of my knowledge there are two ways for creating characters for games;

Way 1: low poly box modeling > add detail in sculpting apps > create normal map
Way 2: high poly sculpture > retopology using the original sculpture > create normal map

I was wondering which way is more popular and what are the pros and cons?

Thank you.


#1068

All depends on the amount of deformation. Polygons get thin and twisted on extremes, so the layout must be in a way to accommodate that. Realistic characters don’t have extreme deformations, however, you need the folds and creases on the face. So you must follow those folds when you model the face.


#1069

I would love to see these in a little more detail. I am a beginner to modelling people and topology is my weak point so I would benefit from seeing your work.


#1070

Hello everyone!

I’m new round these parts, and I’m having trouble with topology! I really want to make a female and male head with proper topology. I also want them to be flexible enough so I can modify them to fit any human face that I need to create.

I’ve been looking up reference images and found a lot, but sadly pictures don’t explain why they’re set up that way, and they also don’t explain how it was set up that way. I’m currently making low-poly characters with sub-serf level 2. I also use the latest version of blender (not beta/alpha.)

I’m also learning all this by myself, and it’s rather daunting to learn by yourself, so I’d like to ask the community if there’s any free resources for learners. A lot of the links (if not all) on this post don’t work anymore. Plus, 70+ pages to go through :smiley:

Thanks for any help!