Topology research


#741

There is a terrific thread about facial topology and the ‘pole’ over at Subdivisionmodeling: http://www.subdivisionmodeling.com/forums/showthread.php?t=907

It covers just about everything, including the nose. I hope it helps you as much as it did me (note: you can download the whole thing as a pdf for reference).


#742

Cubikat: That is exactly the type of information I have been looking for. Very good reference, thank you.

Now if only there was a diagram of the primary loops for the ‘ideal’ structure, which is somewhat what I am trying to either find or discover. (even if there is no ideal)

I couldn’t seem to get that type of input on my primary thread, so again, thank you.

Primary Thread:
http://forums.cgsociety.org/showthread.php?p=5594410#post5594410


#743

Phew! Modeling a nose isn’t easy. This is my humble attempt to recreate that nose.

 I didn't use any reference, I just wanted to get the topology right, so the shape and proportions could use some work.
 
[img]http://img140.imageshack.us/img140/767/nose17hn4.jpg[/img][img]http://img509.imageshack.us/img509/5996/new1wr5.jpg[/img]

[img]http://img140.imageshack.us/img140/8140/nose18lw1.jpg[/img][img]http://img443.imageshack.us/img443/6172/nose20hc8.jpg[/img]

[img]http://img140.imageshack.us/img140/8306/nosetopology10gf0.jpg[/img][img]http://img509.imageshack.us/img509/4511/new3hp5.jpg[/img]

[img]http://img140.imageshack.us/img140/2789/nosetopology11xe9.jpg[/img][img]http://img509.imageshack.us/img509/9792/new4il5.jpg[/img]
 [img]http://img154.imageshack.us/img154/4295/nose17wq2.jpg[/img]
 I'm rather pleased with it. I think it turned out ok. It just needs a little bit of tweaking. And it's 100% quads, even the inside of the nostrils are quads :D.
 
 Hope it helps.

#744

Here’s a shot of the edge loops and poles. I think I’ve got them all placed correctly.


#745

I did a little more work on this. I made a few slight changes to the topology and tweaked the shape a bit to look more like a nose (all major loops are still there).

I think it looks a bit better now :slight_smile:


#746

Loops of the ideal structure?
If you mean the topology on a human body, there are a few basic topological layout but that is besides the point. What if you need to model a fantasy creature?
Loops are there to:

  • Keep your model light while maintaining a high level of detail
  • Aid (for a lack of better word) in deformation. This is done by mimicking the outline of the muscles
  • Detailing and tweak details, especially after extrusions, insets etc.

I don’t know why the nose should be a hard thing to model. I explained it purely through diagrams in this thread, http://blenderartists.org/forum/showthread.php?t=93651&page=4 , so you can see clearer why and what is happening to the topology.


#747

Toontje I’ve been using that thread of yours for reference, it’s a fantastic resource! Thanks for responding.


#748

Am I the only one with the impression that the topic is going in circles?..


#749

Well this thread is called topology research.


#750

cringe

This is an excellent thread. Exactly the kind of thing i’ve been wanting to look at.

Thanks folks. :slight_smile:


#751

I’m betting that’s because the topic is some 700 posts long. After so many pages it’d be expected for the topic to become all repetitive, circular, and the like.


#752

Indeed it is, there is only so much to cover on this topic. Topology is a recurring aspect of the whole production process from modeling to animation; I think that it can be tempting to get caught up in the process of obtaining perfect topology and meanwhile loose sight of the larger picture.


#753

Haven’t we discussed ideal topology and the subdiv forum thread in the past few pages already? Or is it forbidden to read back a little?


#754

From what I have read here and in some other threads I am trying another approach. I know there is not a lot here yet but I decided to post this anyway in case it could help anyone else.

Also, the comment about this thread going around in circles, I assumed this was meant as a pun, yes?

Anyway, the image:

In order to keep the image loading to a minimum on this thread I have moved my various images to a single updated location further in this thread.


#755

David,

Thanks for posting this approach. I am assuming that it starts from a cube? Do you have any more information regarding this approach?

Spencer


#756

Spencerneal: I will have a lot on this approach once I am further along (and once I know what the hell is going on). I am using this to write a brief tutorial for my students. I will make sure you know about it when the time comes.

Yes, I start 99% of everything I model from a cube.

Check here and in the ‘Resources’ section of my website.
There is a downloadable tutorial diagram already on my site but it’s based off of a topology approach that I no longer use, but it served me well for a while and is not necessarily bad or unusable.

I’m glad you found the image useful.


#757

In order to keep the image loading to a minimum on this thread I have moved my various images to a single updated location further in this thread.


#758

Hello,

I was working with the idea Jester proposed. Model in Z then think about topo later.
Well this turned into a big long head study for me… any how here is some progress pics of a head.
It’s a bit clumsy and still need to work out some things but, probable will do some of the proportion stuff after I layed in the morphology.

I learned this Ecorche appoarch from this person:
http://www.stephenperkins.net/

Anyway, these pics are my face study beginings in Z…
ok bye bye now…


#759

Flow is simple trying to learn more…


#760

Current Level

  [img]http://davidaclifton.com/Posted/DClifton_3Views.jpg[/img]

[left]Here is another approach that I have been working on, I think it’s superior to the previous one, more shape and detail with less topology and a more elegant flow.

[center]

[/left]

 [left]The thread for this model is [here](http://forums.cgsociety.org/showthread.php?p=5594410#post5594410).

I hope this proves helpful to some.
[/left]
[/center]