Problem with eyelids


#1

Hi all,

I am building my first ever character, and I am having trouble with the eyelids. I have got them to look better than this, but I messed it up many times, and this is how they currently look. I think I know what eyelids look like, but for some reason I keep getting it wrong.

I know it isn’t right, but can’t put my finger on what is wrong.

Luckily the character won’t ever seen this close in the game, but that is not the point. I would like to get it right, even though I have a total lack of understanding on anatomy heh heh.

I am up at level 5 at the moment. However I am quite please with his toenails LOL. Never done toenails like ever.

Just installed topogun to retopologies him for animation later too. I haven’t got a clue yet doh.

Sometimes when I am using the old Wacom bamboo tablet it doesn’t seem to do what I want unfortunately. I need to make my fortune and get a Cintiq.


Asimov


#2

eyelids are tricky… you have to model them by hand with poly to get them really working…
a retopo with some guide splines should also work… but the best would be a clean handmade retopo…


#3

Hi Oglu,

Thanks I was hoping to finish the model, and then do the retopology in topogun. Although I haven’t worked out topogun yet heh heh. Seems I have lots to learn.

Ok I have another question on the same subject.

Ok on a previous model I did this, as it was only for rendering, and not for a game engine.

Base mesh in 3ds max.
Finished off in mudbox.
Exported lowest subdivision to max and uv mapped it.
Import uvs into mudbox.
Textured it in mudbox.
Exported to max for rendering.

Ok this model I am making now is for a game, so this time I have to apply retopology.

Obviously I have to export one of the higher res meshes to topogun, but after I have retopologised do I create the uvs and then import the obj into the lowest level of my mudbox model, or what? And then add the texture. Or do I just load it in as a separate obj for my hi-res to bake the normalmap onto the low res model.

Or do I export the lowest level to max. create the uvs. import the uvs into mudbox, and do all my texturing before I retopologise.

I am new at this kind of workflow, and just need some guidance. I hope some of my ramblings make sense. I have watched a lot of tutorials, but they seem to miss out key points that you really need to know.

Asimov


#4

that depends on your pipeline and how you like to do things…
there is no golden rule… we change that from job to job…
if the budget for the project is low we have to change the workflow…

if possible i would do a textured highres version…
and an independent lowres version…
bake everything onto the low and clean it…

but if you are working for next gen you maybe dont need albedo textures on the highres…
cause most new engines are using a brdf blendshader system with a lot of masks…

as i said above… it changes a lot from project to project…


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.