I am working on the model of the head of a local politician. I will be turning the final head into more of a characature, but - for now - it is more realistic: in order to make sure I get the basics right first.
Please note that the “double hump”-shape of the head is not incorrect, but is in fact a characteristic of this person’s head.
I will be using the head (and torso) in an animation that is lip-sync’ed to a recording.
Here are the basic drawings I did:
…and here is the resultant model so far (which I decided to make a bit more realistic than the drawings to first iron out the model):
I eventually want to use this to animate the facial expressions via bones and RVKs. Although it is going to be a characature, I am trying to make it relatively life-like, to make sure the facial gestures and expressions work out well. I therefore did the face in relative detail, but that caused me to become a bit concerned about the topology. For example, the frowns around his forehead result in quite a few edges -> which I have to somehow “dissipate” - but without upsetting the topology too much. I changed the topology a bit until I managed to get rid of most of the vertices with 5 edges: I did it by “channeling” them to the ear area, as the ear usually needs quite a few vertices to connect to the head anyway.
Here is the current topology:
There are still some “funny” nodes at the outside edge of the eye, but that is mostly to get the eyelid’s shape correct.
Q: Do you think I have too many faces on the model?
I would really appreciate feedback on the topology - especially with the future animation in mind.