Topology research


#121

[

Originally posted by robkoni
Hi Rich ,Thought you were a LW kinda Guy,took a lookat your topology after ,just finishing a new head myself and its quite freaky how close they are

I havn’t use Lightwave in about a year, (though I could if needed)

Send it in when you can.


#122

Originally posted by robkoni
[B]:bounce: I love those Bouncy’s ,Hi Rich Katherin 'scoming a long(looks a bit stretche in the Neck and Torso()Everyones a CRITIC)
just wondering how long the modelling took you,:wink:
Allthe best Robin…again:bounce:

:bounce: [/B]

I’m not sure how long that model took (Im asuming you mean the one on my aborted web page www.geocities.com/richardsuchy… Building a new one elswhere… But if it is true to form about a weeks worth of work (5 to 7 days) When I work on a model at home I rarely get more than a few hours on the computer at a time, and many days none at all… Currently Im on Tremors in Hollywood, making creatures, so The spare time is sparse at best.

The new model I made in XSI took something less than a week. All of these models were built from scratch. I intend to do one more character model from scratch… (In NURBS) just to prove a point, and then Ill be using simplified generalized models as a starting place to speed things up.


#123

Originally posted by Laa-Yosh
The cheeck is a problematic area, as pointed out by the Human Head website :slight_smile:
The flow of the surface shape - the topography - suggests one kind of topology. Now if you want to animate your face, you’ll find that the directions of the movement in this area, caused by the stretching and sliding of the skin, are suggesting a different kind of topology that conflicts the previous one.
So, you have two kinds of solutions, either build a topology that supports your surface, or a topology that supports your animation requirements. Generally, the latter is considered to be the better.

Laa-Yosh,
do you have any wires with these 2 types of topology from the same model? It will help a lot…

Thank you guys for these amazing topic!


#124

Here’s the latest female prototype mesh. I think I’ve got it where I want it finally–unless one of you kickass bastards put up another stunning mesh and inspire more changes. :smiley:


#125

Re: Lunatique.

Yeah! It looks great!:wink:

…if only my system could cope with openGL…:annoyed:


#126

The Human Head website is back up!!! Rejoice and be happy!! :cool:


#127

Damn. Looks like it’s going through a router that has been banned by China.

Oh well, at least I made a copy of the entire site right before it disappeared. :smiley:


#128

hmm you could always try going thru a proxy server if that’s the case… I think :wink:


#129

yee ha, human head. You said you downloaded the entire sight. is there an easier way to do this other than going through each page and saving it one at a time. thanks.


#130

Try it with a ftp program. In interarchy (mac) there is an option to download an entire site.
Pretty sure there are more ftp clients which let you do this,

hth

coen


#131

Teleport Pro is my weapon of choice.


#132

…China can ban routers… and keep you from seeing The Human Head site? Yeeeeeesh, they really are evil! :argh:

As for that last head mesh you posted, Lunatique-- the nose looks great. That part, especially between the eyes and nose, always gives me a huge hassle.

Are you sure you want that little pole-doohickey arrangement above the outer side of the brow? I’ve ended up with that a bunch of times, and it drives me nuts. Seems like there must be a better way… it looks like it comes down to a choice between doing it like that, or running the edges from the corner of the mouth up around the side of the face to the forehead instead of straight back to the ear.

I’m also curious to know how you’re planning on dealing with the 5-side on the front of the cheek next to the nose-- will you just leave it an ngon and not worry about it, or chop it to quads with later detailing?


#133

Ya, China bans routers that contains anything that seems to be a “dissenting voice” against China. The humanhead site might just happen to be going through one of those major routers. I personally got to witness that censorship in action a few months ago. My amazon.com orders were intercepted by the Post-office Customs, and I had to go there to deal with it. While there, I saw an office filled with dictionaries of English to Chinese, Japanese to Chinese, French to Chinese…etc, and magazines, books…etc on the office desks of employees. I chatted with one of them, and I had guessed right–they were looking for dissenting material contained in literature in the postal packages. One guy had a Time magazine that had an article about the corrupt education system in China, and he was going through it at a snail’s pace trying to translate it with a dictionary and seeing if it contained enough dissenting thoughts to be confiscated.

Hehe, I went through quite a few versions of the nose bridge. I tried some exotic and non-orthodoxed methods, and I realized it would be a hassel to extract those polys if I ever need to. I do feature transplants sometimes between models–ripping out eyes, noses, mouths…etc, so I needed a topology that also allows for easy transplanting. :smiley:

The outer brow looks like that because there’s a wrinkle that runs from the outer corner of the eyes to the forhead. Stahlberg’s mesh demonstrates that very well, and few people seems to know there’s a wrinkle there(maybe it’s because it only shows up in extreme distorted expressions).

Whatever “pole-doohickey” or n-gon arrangements are only there during the base mesh level. Once I up the level for more detail, they should all disappear. I’m also using Maya, so poly arrangements are solved a bit differently in Maya’s sub’d.


#134

Dang… you and yer wife really gotta get over here, dood. The US ain’t all great, maybe… but dang! :surprised I worry about you guys sometimes.

As for the brow area-- I’m talking about the spot where you have the 3-edge pole. It works, but I’ve always found it a bit awkward, and I end up bringing the edges from the mouth up around to the forehead instead.

Wish I could get away with the stuff you Maya guys can do, that spot on the cheek is such a pain.


#135

I’ve started my head modeling page, if anybody wants a look…

Malformed Head Project: Page 01, Using Reference


#136

Wow I just read through your head sight info. You have some great information in a very straight forward presentation. Nice job, and thanks. I picked up a couple of things I had long repressed.


#137

Really think so? Kickass! :buttrock:


#138

that page should be required reading for anyone who is trying to model a head. its so much easyier to read it than spend hours trying to get the eyes and fore head and … in the right spots. great site man


#139

Unless I’m horribly mistaken you should actually say ‘great site woman’ :wink: (And if I’m wrong then please don’t kill me, Gnarly)

I agree that it’s a great site. I hope there’s more to come?


#140

Hey Folks,

Great thread! Being mostly an animator, it’s good to hear people plan their head meshes with animation in mind. Anyway, as a side note: I’m sure you have seen this link, but it is an interesting analysis of ‘beauty’:

http://www.beautyanalysis.com/index2_mba.htm