Author : Nate Broach


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fuzzio's Avatar
Old (#1)
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

Offline , spline, 140 Posts, Join Date Mar 2011,  
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fuzzio's Avatar
Old (#2)
Anyone?, please some crit would be appreciated so then i can continue to use the same topology method for my other models
Offline , spline, 140 Posts, Join Date Mar 2011,  
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fuzzio's Avatar
Old (#3)
Anyone? please crit would be very much appreciated
Offline , spline, 140 Posts, Join Date Mar 2011,  
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Stinger88's Avatar
Old (#4)
lol... A bit desperate for crit then. Bumping like mad.

Polycounts sometimes a little slow to get back. But crit will come dont worry.

Heres some.

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.

http://wiki.polycount.com/CategoryTopology

http://www.polycount.com/forum/showthread.php?t=80005
Offline , card carrying polycounter, 2,462 Posts, Join Date Dec 2007, Location Newcastle UK  
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fuzzio's Avatar
Old (#5)
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
Offline , spline, 140 Posts, Join Date Mar 2011,  
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Lombos's Avatar
Old (#6)
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.


http://wiki.polycount.com/FaceTopology
Offline , vertex, 37 Posts, Join Date Apr 2011, Location SF / Bay Area  
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Psyk0's Avatar
Old (#7)
Site:
http://www.phungdinhdung.org/Realist...gDinhDzung.htm
Offline , polycounter, 1,209 Posts, Join Date Jun 2005, Location Quebie, Canada Send a message via MSN to Psyk0  
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