I’m just guessing here, based on the available articles; but that sure is not a Maya screenshot (I dunno how MB looks like), the face doesn’t look like the one in the 23-minute ‘making of’ video, and it doesn’t look like a cinematic quality model either. But it sure owns every previz character I’ve seen before
Topology research
These are great examples!
Does anyone have any good references or sites for research as I am studying facial topology.
Thanks for any help.
I’m looking for topology critique. Are these poles in the right place, or should I be trying to get them farther from meaty part of the cheek? Any other suggestions appreciated.
No-one got any good books or websites they can refer me to for backround and introductions to facial topology?
The best way to test your topo is to get in there and push it around. Create some extreme morphs/blends. I’d say that the pole below the cheek might be better off moved in one loop to the outside of the nasal-labial fold as it might cause pinching where it is.
Here’s a head i’ve modeled recently(2300 base) I’m also trying out different topo and pushing it around in Zbrush is probably your best bet.
Yeah, have a read of this There’s a downloadable .pdf version floating around somewhere but i couldn’t find it.
Thanks so much for your reply, is there any chance you could help me out with my research please? If you can please shoot me an email at mrjddoherty@hotmail.co.uk
After reading this thread multiple times, a lot of knowledge the professionals have comes with experience coupled with their education in human anatomy. Granted, there is a fundamental “formula” (or theory) when it comes to the most common edge loops. Whether you’re on a novice or professional level, these edge loops are integral in the success of a mesh; however, what seems to make or break the CG character artist is how well developed their background in human anatomy is. After taking time away from 3D to focus on 2D (learning more about anatomy mostly), I am convinced that one’s education in anatomy has a direct correlation in the success of their career. Yes. You may know that there has to be X, Y, and Z loops structured in a specific way, but if you know why they have to be structured that way, you can challenge that public knowledge and push for something more advanced.
The best analogy I can give is with a hammer and a nail. Take a carpenter and a regular Joe Schmoe. Anyone can hammer a nail into a wall, right? That’s public knowledge. You tell them where to hammer it in and they’ll do it; however, give that same task to a carpenter, and while he’ll basically be doing the same job, if he wanted to, he could advanced the task at hand to better reinforce the structure he’s nailing together. He has studied his craft well enough to essentially take it to the next level.
Honestly, the best advice that can be taken from this thread is to study your anatomy. Buy the books and read them. Trial and error is a great thing, but you’ll be more successful if you couple that with knowing what muscles move what parts of the face around, and then you’ll have an easier time replicating reality, because that’s what we do, right? We’re taking reality and making a 3-dimensional simulation of it inside of a computer.
Hi Guys. Do you know Punchout? I love this game, I play it in the morning instead of exercise I am always amazed how great the animation looks considering that the models are obviously low poly. I am trying to find out what the topology could be. Please overpaint to show your opinion, here is the original file without topology:
My attempts:
I agree with Shuggs in that anatomy is the key. Granted I myself am a student and learning hardcore, but I can definitely say the knowing anatomy is the key to becoming a successful and most of all good modeller. You will not get much from just knowing where to put key loops or where this and that goes, you will learn much faster and develop a more thorough understanding of why things are placed in a certain place if u study anatomy and human structure. It is all about what is going on underneath the surface as much as what something looks like on the outside.
A few books you should check out:
[ul]
[li]Human Machine & Constructive Anatomy by George Bridgeman[/li][/ul]
[ul]
[li]Various anatomy books by Burne Hogarth[/li][/ul]
[ul]
[li]Various books by Andrew Loomis[/li][/ul]
[ul]
[li]The Human Figure by John H Vanderpoel[/li][/ul]Have fun guys, keep practicing, I enjoy threads like these alot where people come together and share there input.
Hi Guys, as for the anatomy I agree that it is very important and I am currently investing lot of time into that. Thats said it’s not enough, topology, especially low poly topology is very technical matter and Anatomy knowledge alone will not be enough. I know the anatomy of shoulder pretty well but that is only about 30% of the info you need for correct topology. Edgeloops, Poles, polygon eficiency… There are many more things to worry about.
Hi there again,
so I’ve worked on the topology of my first model, and I’ve come to a point where I could need confirmation about it, regarding animation
Anatomy is pretty much absent right now
I wonder about that bulge in the deltoid. Should I detail it like in the pic, or is that overkill?
And then the clavicle. I think its okay like that?
Thanks again, I hope its not a crime against topology
Hi there,
I am doing some research for a friend who is studying medicine.
She needs to take photos of patients and then transform them into 3D models,
to show accurate facial differences between well nourished and malnourished patients.
Can you advise what software will do this for her?
Thanks
totally not the right thread for this kind of question i’d suggest starting a thread in the main modeling forum…
however, http://www.facegen.com/ might work, there are other pieces of software that can do this though (but I’m not that knowledgeable on that front).
Alrite, so before making my new character, have been retopologizing my base mesh and its more or less finished, just have to end a few loops or whatever its called, and intend on shaping the form more after, so possible for some crit?
thanks