Hey guys, I have been working on a head… a general one that I will use for some sculpting and stuff… will probably add it to blendswap as a med detail base mesh when im done. could I get some of you guys to give me some input on the topology? its good for my standards but I know that there are allot of people out here that are allot better and I would really appreciate the feedback, thanks.
well if there are no comments then i guess its perfect? here is the first sculpt that I did with this guy… (no reference images)
well you have a lot of poles, and they eyes look a bit large in the proportion… itd be dificult to add loops around the eyes and the mouth. id check out johnathan williamsons modeling of a female head, the latest one, it goes in depth about why you put poles where, and the significance of why you want a clean edgeflow around eyes and mouths and noses to get a good animation.
id also check out the thickness of the eyelids they seem a bit off
hey vicrobinsontatt, thanks for the comment, i agree with most of what you said… i made the eyes a little smaller and i will have a look at how i can make more room for loops around the eyes and mouth.
looks great, one thing you don’t need is the geometry forming above the center of the lip.
if you want an awesome tutorial, here’s a rescource i constantly use.
Realistic face modeling by PhungDinhDzung
i’d also suggest using the relax modifier to smooth out your geometry a bit.
EDIT: one more thing i noticed is that your character lacks an actual formed chin…
i remodeled a head recently and adding chin forming geometry majorly helped my model.
you have some there but it could be formed better (see the link for some examples)
also the eye size looked fine to me, then again my characters often have rather large eyes
Ha ha… Yeah, lack of comments sometimes mean you’ve either done something really good, or something really, really bad… Don’t worry though, I don’t think you’re in the latter category.
Overall the face is very flat. Nothing wrong with that, but it is a little unusual… which is why reference material can help. (Of course references are just that, you don’t need to copy them.)
The ear could use a little modification… The earhole is in quite a strange place at the moment! It’s very close though…
A guy by the name of Ryan Kittleson has some very good modelling tutorials. Here’s his ear tutorial, he’s got a few other good modelling tuts on his YouTube channel.
Another tip aside from topology, when modelling the eyes pay particular attention to the lachrymal gland. This is located above the outer corners of the eyes, and causes to surface form to transition from concave (on either side of the nose) to convex. By way of illustration here’s a picture where the glands are prolapsed and appear swollen. There are pre and post op photos for comparison, I just hope you’re not too squeamish.
Keep at it.
one thing i learned about anatomy, eye brow line will always line up with the top of the ear, and the bottom of the ear normally lines up with the middle or bottom of the nose.
I also agree about the face being flat, perhaps you need to move the nose to mouth area out ward, or the eye area inward.
see the image below for an idea.
one file thing i suggest is for when you subdivide the model the mouth smooths out a bit too much. you can fix this by increasing the crease value for the center edged of the mouth on the top and bottom. this creates that outlining mouth shape.
you can also achieve this by using an edge loop and using edge slide to make two edges very close to each other forming a crease like edge.
Thanks for the comments guys… I didnt even notics that the face was a little flat… i will fix that and also i will try to work on the positioning of the ear and where the earhole is. after that I will update the model on blendswap and call the topology finished… then I will start doing lots of sculpts of famous people and people that i know to practice getting exactly what I want
how is this? please critique the general forms and proportions of the face.
(click for high res)
Thank you.
head is great but you should examine the eye portion of that tutorial i linked you :3
large eyes are fine but shape is important.
For reference:
Even when going for something less realistic the sense of the shape is often still there.
http://eliantart.deviantart.com/art/39-male-anime-eyes-97385932
i highly recommend sketching out you generic character so you can have an idea of what to aim for rather than simply gunning it. at least the eyes anyway.
if i had a tablet i’d do some paint overs, sadly i don’t :/.
thanks digitalwold333, i dont know how long i have spent trying to get the eyes right… ill keep trying though
yeah i didn’t start getting them right for a while, it took me a long time to realize what was wrong.
just keep thinking about the structure of the eye, things like modeling the fold at the corner of your eye can go a long ways,
Wanna see how i did heads back in early 2010?
Beware your eyes may bleed…i still cringe that i actually created this monster alien thing when i was aiming for hot chick
i’m so glad i’m past that!
hehe… ye i used to be the same way im at work atm but when i get back i have the whole weekend… well… not really
but a few hours at least to work on it :RocknRoll:
Hey man,
That’s a pretty good head for it being your first one.
One thing I notice is an uneven distribution of faces, the top of the head could use a few lines to smooth out the shape and definition.
Also, don’t rely on sub-surf too much, try and hit the right shapes without it and you will get a much better result when you do press sub-surf. This is most evident with just above the temple area, a very sharply folded poly is giving it that jagged edge.
Keep up the good work though, maybe just some things too keep in mind on your next head!!!
Blend on, and blend well!!!
the neck seems a bit too thin, also it could use some suggestion of those two tendons that join the neck to the collarbone.
ok… first of all thanks for the comments…
@bapsis this is not my first head… this is a base mesh for sculpting (the link that i put up is of what was my first head)
@modron i agree that the nexk is a bit thin, the muscles and tendons i am trying not to make though as this is a base mesh for sculpting
I will do one last update tomorrow and then i am going to start sculpting with it. I will also reupload the file to blendswap because i think it got corrupted when blendswap went down a few days ago.