toontje - you said push that area in, but it matches my ref. pic. should i move the mesh around it forward?
is this good for the lips? i guess im not totally following you…
can anybody give me suggestions for how to get rid of the remaining poles?
toontje - you said push that area in, but it matches my ref. pic. should i move the mesh around it forward?
is this good for the lips? i guess im not totally following you…
can anybody give me suggestions for how to get rid of the remaining poles?
im just a bit discouraged about all those poles…
but seriously folks, you can see i fixed the prob above the eye by creating another loop.
Don’t worry about the poles, in most cases they won’t really give any problems
it is not that poles gives problems, it is that poles is the key to edge loop flows. By placing them correctly you get correct edge loops.
not really, in most cases poles should be avoided as it causes some problems during deformation and animation
That would be true for low poly game models. But for high poly Shrek or ED style animation, do you really think that one single pole would be noticed during animation??
yeah, but poles aren’t really noticable until the area is deformed, therefore pole placement is very important to avoid this. It is however near impossible to avoid poles, as you’ll always get some.
hey mann looks good! much better than I can do
Poles poles poles. Let me tell you that the only animations that I’m aware of that has creasing is Tin Toy and other pre 90’s animations. That’s because the polycount were low, the modeling sucked, it was all triangles etc.
One shouldn’t be afraid of poles. Poles has to make sense. It’s like building a bird house or something. You need the right amount of nails in the right places, you need the right amount of hinges in the right places. If you are modeling with the goal to shift poles to areas where there is little movement at all cost, you don’t understand anything about organic modeling. Poles has a lot of functions, and treating poles like they are leppards will exclude you from the benifits you can reap from poles in making modeling easier and better.
yeah, i guess i won’t be animating his scalp so i don’t have to worry about the poles there :rolleyes:
You have a six edged pole near the eye. This is tipical when you merge 2 verts together that are bordered by 4-edged quads only. You should delete this vert and rebuild it again. Then you should think about the flow there.
If you leave it there, it would be very hard to add details later because that 6-edged pole is very disruptive for loops.
ok, that was in TorQ’s version so i didn’t check there.
Hey, cool!
Devil horns?!
those won’t stay there
i just got a little frustrated…sometimes i torture my models when i get bored
Good job blenderboy. Keep the horns but just make en grow from somewhere.
Take care
im not sure my brother would appreciate that…
dang i need to find me a nice high poly head modelling tut. =(
very few that teach you the actual process of smoothing out that middle crease in the forhead down…and i never seem to be able to quite get it right. =(
make a 3d peter griffin