View Full Version : Could this work?

09-15-2012, 11:10 AM
This is my first head model without the aid of tutorials. I'm having trouble with the loops around the corners of the lips. The laugh lines. I went back to the tutorial just to look and see how the poly flow should be and i'm stuck. Is the loop i have highlighted in a good place or is it bad and all over the place?


09-15-2012, 11:44 AM
A few links from my blog (sorry for the spam) that could help you




09-15-2012, 10:47 PM
Double Post... I blame the proxy :P

09-15-2012, 10:52 PM
"Could this work" for what? What do you want to do with that face model? Check the video.
https://img.youtube.com/vi/bN-GnqSKCgU/mqdefault.jpg (/watch?v=bN-GnqSKCgU)

Topology responds to needs, since polygons convert a continuous surface into a discreet surface. So if I am going to dice a surface into Quads, I need to be sure that those can handle what I need of them to do.
Although there are some modeling/shading/textureing quirks, I don't need to care as much about topology if my mesh isn't going to be deformed, I'll just worry about having the right density in the right areas.

Your model is not too complex and I hope William Vaughan stops by since your character looks like his kind of character, and him better than me could help you on this.

But personally for me you are in a hard situation. You have your model's shape half done, and your model's topology in question.
It is a pain... A pain... at least for me... to work on both Topology and Shape and the same time in Lightwave... because I have to Tweak (change the Topology: add/remove Edge Loops, space them, etc.) and Reshape (make them fit the shape I have in mind) in continuous repetitions: Tweak > Reshape > Tweak > Reshape. It's time consuming and silly, since most times Reshaping is done to recover the Shape from the destruction Tweaking does to it.

So my advices would be:
1) Be sure of the Shape you want to achieve, before you start worrying about how you're going to dice it into vertices and polygons.
Make some drawings, or better(!), a sculpt. And over those references, draw Flow with some lines, taking in considerations both the shape and required deformations. From here you either just model it in Lightwave, now with more assurance of what the Shape and it's Topology will be, or if you have a good sculpt, go to 2).
2) Grab the sculpt, get it into a software with Retopo capabilities (Blender is a nice free solution, 3D-Coat is good one) and dice your sculpt into polygons, starting with the flows you drew over the references.
This way you can meddle with Topology, try different approaches and learn, without ever losing the Shape and get caught in a repetitive hair pulling Tweak > Reshape > Tweak > Reshape.
When you have the coarse shape covered enough you can ditch the reference and now work the mesh's Topology with Subdivision ON, so you can add the control loops that will sharpen or loosen features of the face.

This video is a simple example of Sculptris and Blender being used for this workflow to separate both tasks.
https://img.youtube.com/vi/vlhEPvIIRuA/mqdefault.jpg (/watch?v=vlhEPvIIRuA)

Hope this was useful and not too far from what your were looking for.

09-16-2012, 11:40 AM
For some reason I can't see the images and video links in my post above...

first one: http://youtube.com/watch?v=bN-GnqSKCgU
Sculptris + Blender Retopo: http://youtube.com/watch?v=vlhEPvIIRuA
Bsurfaces are also very good for Retopo: http://vimeo.com/24248240

09-19-2012, 07:35 AM
Hey, thanks Probiner for the tutorials. I guess i'm not at that point yet to where i can model a human head without some aid. The cartoon head threw me off cause it's bigger than a regular human face. I went back in and redirected and redirected the poly's.