I haven’t done much with blender recently, but decided to try and learn a bit more and have a go at modelling a face. I got quite experienced at engineering type models but have never really tackled a more organic project.
I haven’t really decided what direction I will take this but 1st stage is to get a good topology for the face. As you can see this is already flawed and going to take a bit of work to get it to a reasonable shape.
Looks pretty good so far. I think the areas under the eyes need a little work. Specifically, I think the verts directly below the bottom lids, especially towards the inner corners, need to be moved back a bit on the y axis. Then probably down a little so they still fit to the eyeball, of course. I’m not an expert on topology by ANY means, but I think the edge loops around the nose and mouth need some attention, too. I read somewhere that it’s good to have a loop or two running around the nose AND the mouth, outside the loops that run around just the mouth. (Make sense?) But, again, I barely know what I’m talking about.
Actually, I just noticed that you do have a couple loops like I was talking about, except that at least one has a triangle in it, which disrupts the “face loop.”
not bad, but I would get rid of that triangle. The mouth looks weird, maybe the corners of the lips are too far back. In side view, you see the loops around the mouth are so evenly spaced, I would start bringing them forward closer to the corners of the lips, that should relieve that grimacing expression. Usually, if you touch the corner of your mouth or someone else’s mouth, you’ll more than likely not find a completely flat surface from lip corner to regular skin. You don’t have any geometry there to support that kind of detail, instead the skin is being pulled back away from the lips which makes things look weird.
here’s a couple pages in Stahlberg’s body topology thread (nudity tho… it’s a body topology thread). http://forums.cgsociety.org/showthread.php?f=7&t=108412&page=122&pp=15 http://forums.cgsociety.org/showthread.php?f=7&t=108412&page=149&pp=15
grumpyestonian: I am going to try re working the face over the weekend and I agree the eyes and nose need some work.
DivineRAiN: yes the mouth does go too far back at the corners. I think the reference photo I took the sketch from wasn’t quite side on so more of the lips were showing & thanks for the references they look useful.
I was looking for tutorials this evening and found this face tutorial on computerarts website, its not a blender tut but explains the topology well.
I have ad another go at the face today. Following the topology advice in the computerartists tutorial. It was a really good guide to follow, even if it wasnt intended for Blender.
Nice improvements so far. (that tutorial looks ancient) Might have to study profile heads tho, like the outer corners of the eyes don’t sit so far forward. And you’ve got the front of the skull kinda bulging out while the back is caving in, just makes the head look odd.
looks good! one problem, on the profile view I noticed that the eyes are flat when they should be slightly curved. Heres an image to explain what I mean:
If you look at her eyes they form sort of triangle from the profile view. Hope that helps!
@ DivineRAiN: Agreed thanks for the pointers, the head and eyes still needs some more work. I decided to try and texture paint what I had, as I hadn’t used the feature before.
@ ColeHarris:Thanks for the reference it points out the eye problem perfectly. I think I used too big a sphere for the eyeball.
Now I have worked out how to texture paint I am going to go back and rework the mesh.
looks a little better with the outer corner pulled back, but in profile view of a head if you were to draw a line from the upper eyelid to lower eyelid that is not going to be a true vertical line, instead the upper eyelid sits forward so the line is going to be more diagonal than vertical. Plus eyelids have a thickness to them, the outer edge doesn’t rest against the eyeball.