topology on "top of the head" HELP!


#1

as the tiltle says it…
how do you make the topology on the “top of the head”… i ALWAYS get bad topology on top of the head… usualy the face and neck and everything is great… but when i get to the “top of the head” topology i get some bad results… i get tris and i cannot get rid of them

i just can´t get the topology match the one on the face for instance… the polygons don´t fit well together on the top, hence the bad topology…

here are some examples (note: these were the only head models on this computer… and they all got bad “top of the head” topology):

German Helmet:

Norma Head:

Head of a seal:

Please show/tell me how to “improve” or “perfectionise” the topology on the head/helmet
(its the helmet im working on now, and i bumped once again in to that damn topology problem… so please help me)

Regards
Bardur


#2

They are still quads, so although not beautifully structured as you would like it to be, it should still smooth correctly. I know that doesn’t answer your question, as I can’t really see how else it would work either… sry.


#3

i just noticed that the heads do have only quads on them…hehe… but i remember that i tried hard to fix those tri´s that i had…
But how about the helmet? how would you fix that quad not to look like a tri? i cant seem to get rid of that tri kind of structure so i can get a perfectly smooth suface… as of now i have a great surface until you look at the tri like quads they kinda make these well known bumps on the helmet… and thats something i dont want!.. so how would you go about fixing it?
And what is the usual method of constructing the topology on the head?

BTW Thanks for the reply

Regards
bardur


#4

Move the vertices around to get rid of this triangle look or cut a new edge into. Even if this results in a tri I think it doesn’t really matter because you won’t have much deformation on the top of the skull or on a helmet when you animate the mesh using a deformer like skin or similiar.


#5

Ok… thanks for that reply scrimski…

Regards
Bardur


#6

the circled area on the first head is not a quad but an n-gon(five or more sided face)To get rid of this i would cut the desired edgeloop into the mesh and clean up using target welding to achieve all quads.


#7

thanks for your reply… i usualy do just that… but i appears to be a bit hard to NOT get tris or n-gons on the head… it´s pretty hard to get it all fitting together as in a puzzle…heh

Regards
Bardur


#8

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