hi everybody !!
i’m just posting my first work , i had serious probs with topology and loops transform…
any suggestion is welcome!!
p.d.: i did this based on a tutorial without background images.
hi everybody !!
i’m just posting my first work , i had serious probs with topology and loops transform…
any suggestion is welcome!!
p.d.: i did this based on a tutorial without background images.
I think the brow needs to be fixed, especially where it joins with the nosebridge - right now it has a “frankensteinian look” to it:P
Second, there is no need to be a loop-merge with a triangle where the temples are. Just add an extra head loop and have it flow properly. Right now it makes an unnecessary sharp triangular shape there when you subsurf it.
hi!!
to be honest i had a hard time with loops editing, i could get rid of tris with new loopcuts and egdes subivide but the vertex tranforming messed up the loops and topology itself, i’m thinking of beginning from scratch again.
thx for comment!!
p.d.: “frankensteinian look” lol XD
This is looking good so far, personally I wouldn’t trash it just yet. Whatever problems this topology is causing can be fixed by editing the topology to make things flow better. Look at the varied topology other ppl are using, and copy a flow that you’d like to try.
not sure what ya mean by vertex transforming messing up the loops n topology itself…
Wow, a human would not have been my choice for a first 3d model! It’s impressive for a first piece. You have a fairly good start there, and you simply need to add a loop cut around back to get rid of the triangle you have.
Because you will most likely be using the multi-resolution modifier for sculpting, you will need to even out the size of your poly’s. With uneven poly sizes, the sculpting brush will not work smoothly. I use “smooth vertex” a lot in my workflow to help with that. (select a loop, hit “w”, hit “smooth”, select the number of iterations) For the sculpting brush, the poly’s don’t need to all be exactly the same size, but you want them to gradually scale up or down, so the brush is predictable.
I would also remove a loop or two from around the eyes and the mouth, where its looking a bit crammed. The brow could use one less loop as well. Also, use edge slide to bring the loops on the forehead down a bit to smooth that area out and even up the poly sizes.
Aside from just looking at topology from professional models, a great resource is the tutorial on topology by Jonathan Williamson at Blendercookie, just search for topology there.
Hope this helps, and good luck!
-Ben
thx for your comment.
sorry i’m from argentina and my english it’s awfull, by “vertex transforming” i meant that i moved a lot of vertex (specially in loopcuts) to get the topology i wanted but it’s obvious that the edgeloops would get messed so that was a lot of work.
interesting tips here, i really like to use hotkeys but i dunno how to use those properly yet.
thx for the resources i think this that i need right now ,reliable info to get a grip of the basic functions.
by the way, i didn’t figured out how get rid of that forehead tri so your comment info it’s very helpfull.
regards
following your suggestions i improved the face ,this it’s looking too much better now
thx plp
That looks much better. You can try to reduce the “stretching” in the loops around the mouth, especially the part where it’s near the nose. A quick “edge slide” should do it. Can you post a Subsurf screenshot after that too?
Yes. I think the nose/cheek area above it should go something like this:
What an improvement keep up the good work
I did notice, however, that a vertex under the nose has possibly gotten caught by your mirror modifier’s clipping option, and created a few triangles. You can temporarily disable clipping and slide this vertex back to get back your rectangles. Your topology is looking considerably better than your first post, and I can’t wait to see how this progresses!
Best Regards,
Ben
hi GS it’s true that there’s a tri in the screenshot but is due the perspective.
here i disable subsurf and screencap from front view…
thx for your comment!!
here i am updating my first work
playing with particles and lights
i know the render is creepy but common it’s my first!! XD
p.d.:i can’t figure how to mirror vertex groups (for the eyes…)
i did a big cleaning of the mesh, i guess that texturing it’s next…
.blend attached and waiting for feedback
http://www.pasteall.org/blend/4706
playing with meta-rig, adding some materials (UV maps will come later) and began with modelling clothes…
face rigging and adding hair will be the big deal… >_<
not much done lately…
i’ve been struggling too much with the armature and researching about how to make the hair…
but anyways …i think it’s good practice
http://www.pasteall.org/pic/show.php?id=8078
Hey’s it’s looking good XD
Keep up the good work!
not much done lately
the hair made me crazy (especially brows) so i didn’t feel like working into it…
i need to learn a lot of things to make this WIP ok but anyways…