View Full Version : Please crti my reconstructed topo
06-22-2011, 08:34 AM
Hi people, I need some crits on the way i have re-topologised my sculpt. I was told to have the head model animation friendly so i spent most my time looking at different methods of topology on head models. I will post the image of the head model with its new topo, please crit or recommend me some sites or other material on how to create better topo
06-22-2011, 11:13 AM
Anyone?, please some crit would be appreciated so then i can continue to use the same topology method for my other models
06-22-2011, 11:15 AM
Anyone? please crit would be very much appreciated
06-22-2011, 11:31 AM
lol... A bit desperate for crit then. Bumping like mad.
Polycounts sometimes a little slow to get back. But crit will come dont worry.
1. Firstly. You should show more than one angle. Side and a 3 quarter view at least. Its easier for people to see faults.
2. The topology flow isnt to bad tbh. So no crits there really.
3. Some of the polys are long rectangles especially at the center of the forehead ( I suspect this continues over the back of the head) and neck. This should be avoided so that you have an even surface. Try and make neighbouring polys similar sizes and square.
4. The top of the head looks a little high up and make the face quite narrow.
06-22-2011, 11:38 AM
Lol im trying to deleted my second post, I accidently posted another post because i thought the my first bump did not sbmit. In regard to the reply thank you i will defo use waht you have said and work more on the edge flow
06-22-2011, 02:48 PM
Drop it down to its first Sub D or delete the lower Sub Ds if you're going to use Zbrush to show the Topo. It will make it easier to see. Also need more angles.
06-22-2011, 03:04 PM
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