Questions about base mesh topology

I’ve been doing sculpting daily for a few weeks now and moved on to retopology.

I was looking at the blender studios realistic female base mesh and noticed a 3pole on the eyebrow. It wasn’t the topology I was expecting from the several tutorials I saw, where they all had basically the same topology around the eyes and forehead. Very clearly defined loops for the eyes, eye mask, lower face, lips and a loop around the forehead and chin. The Blender base mesh doesn’t have such clear loops.

I understand that topology preferences vary and I was wondering if the maker had given a walkthrough or explanation for their various decisions. Is this way better for some expression deformation or something?

I won’t count on the realistic mesh to have been made with deformation/animation in mind.

I suspect its main purpose would be for a still/static image and/or as a sculpting start point for your own character which would then be retopology once done.

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Bash meshes with “good topology” already drafting the outline of muscles does differ from base meshes for animations (proper mesh loops or even triangles at bending points) and from base meshes for sculpting (looks grid like from front).
Sadly this gets mixed up in some quad vs. tris wars… (so it’s even get’s difficult to find and show some proper examples).

I often refer to this post RE: facial topology, as it’s pretty darn helpful.
https://www.artstation.com/artwork/3oyVag

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Additionally… sculpts can start with a ( to some degree subdivided ) sphere (or even cube)… but on the result there should have been done some retopolgy work… to get some “proper” topology…

But all this depends on the context :stuck_out_tongue_winking_eye:

thats a good one, thanks. do you have a good one for the rest of the body?

Have you seen the human assets you can download on blender.org?

screenshot.2024-08-22 17.19.05

Was it that one from the Human Base Meshes v1.1 ? When it says “by Blender Studio and community contributions” the top post in the devtalk topic here has the credits, I think that one’s by @1D_Inc .

Was the Human Base Meshes v1.1 what you’re rec’ing, or something else on blender.org ?

yeah thats what I was talking about. i can see it pinch when shaded smooth which i thought looked pretty ugly. I was wondering if there was a reason for it to be there

No, this basemesh is not mine.
Mine is the “versatile Lowpoly sculpting basemesh” designed for quickly wrapping any blockings with default tools - with multires and shapekeys support for the sake of sculpting data transfer flexibility and reusability. Technically it was finished, but hasn’t been officially published yet. Latest link:

Based on the sample image, it doesn’t appear to even have good edge loops around the eye’s, etc. So yeah, not sure I’d want to use that for any sort of animation, etc.
But like I said, as a base for sculpting, etc that you will then do retopology on for the actual final mesh, then it’s fine and largely doesn’t matter.

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Whoops, sorry!

Sorry for the late reply :slight_smile: The poles are placed conciously to stop sliding when doing FACS shapes for facial expressions/rigs. It’s convenient when doing corrugator shapes.

There’s a sculpting friendly basmesh in my repo as well if you prefer that, depends if you would like to make facial shapes or just do some facial concept sculpting.

https://github.com/dan283/basemeshes

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