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Old 07-09-2008, 04:14 PM   #1 (permalink)
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Facial Geometry - I'm new to it

Current Polycount - 438
Description of background information on piece - I'm not sure if this is worthy of an whole new thread, this is my first go at facial geometry like this so. I have been guided by the tutorial which can be found here on Game Artists Forums - Tutorials - Character creation tutorial
Where are you looking to receive criticism - I guess I'm looking for advices from you guys on Facial Structure in general.
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There you go, so I know I have some unnessecary tris that I can fix and I will.. I was trying to follow the tutorial that was guiding me and at the same time using my own reference.. So there you go, that's what's happens
So I know it's not overly identical to the reference, what's the crit on the model and what would you have done diffrently, what should I pay more attention to in the future?
This is about the level of detail I think I want to have, certainly if it was to be used for a game model, I'm talking about the general usage of polies on the face. What do you think? More details can surely be added trough normal maps etc right(?)

I hope this thread isn't too fuzzy, I was debating whether to post it or not.
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Old 07-09-2008, 04:30 PM   #2 (permalink)
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A Better Face Tutorial

you're close.
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Old 07-09-2008, 04:50 PM   #3 (permalink)
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3d Tutorial

Nice One, certainly shorter than the one above, however you get the rest of the head on that one too though- still it seems shorter and more streamlined- thanks.
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Old 07-09-2008, 05:07 PM   #4 (permalink)
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You appear to be on the right track. I remember when I first started with Blender, there was a tutorial like this, and I had the worst trouble.

There are a few things, but they're not major since it's because of your reference. I'd add in another render with with the Smooth Option on so we can see it in context.

The things I noticed were the eyes seemed a bit far apart, and the nose has too much of a slope to the bridge. What I mean is, is that around where your nostrils are, the nose should have a steeper side. But again it's really not a problem since you based it off a reference.

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Old 07-09-2008, 05:40 PM   #5 (permalink)
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You're pretty much on the right track with the meshflow.

Be wary about creating too many triangles around the mouth, though (and the other deformation heavy areas - the eyes). Although it all becomes triangles in the game anyway, you'll find that if you keep things nice and even strips of quads, you can much better predict how they will deform and light when it comes to rigging them. Around the corner of your mouth, you've started adding in extra loops here and there, for apparently no reason. Your mesh would do just as well if you removed them entirely.

It's also a good idea to always try and get a loop that goes from the bridge of the nose down and around the mouth, meeting at the chin. This sets the mesh up nicely to accommodate the nasolabial folds, which are usually a prominent feature in faces.
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Old 07-10-2008, 07:09 AM   #6 (permalink)
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Thanks for the advices, I'll keep them in mind.

Last edited by Fangla; 07-15-2008 at 08:45 AM. Reason: images removed, quite unnecessary
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Old 07-10-2008, 06:17 PM   #7 (permalink)
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The Pole - Subdivision Modeling

I have found this link extremely helpful in understanding face topology and meshflow.
Just read the posts by "SomeArtist" only or else you might get confused by all the other posts. It starts from the ground up and works up to different face topologies and stuff like that.

Last edited by pinion31; 07-10-2008 at 06:21 PM.
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Old 07-10-2008, 06:37 PM   #8 (permalink)
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I wouldn't really bother with rendering stuff. Screengrabs with wireframes on are actually much more helpful.

You can hide a lot of flaws in a render. In a screengrab with wireframes on not only do you show the model as it really is (flaws and all) but we can see the flow of the mesh and how it's affecting the model.



This image gets thrown around a lot. Probably far too much. But it does do a good job of indicating the key loops you should be looking to create in order to create a mesh that will deform nicely.
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Old 07-11-2008, 03:39 PM   #9 (permalink)
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This whole thread is of great help to me, good stuff.

pinion31, good thread that's a bookmark. Talon, I agree about renders to be honest. I see why the image is thrown around alot it's very helpful. Thank you guys for taking the time.

Now when I model a face I will be quite concerned about my key loops so my model will as said deform nicely. I'm waiting for my Wacom tablet I ordered yesterday, it'll help me with this aswell I guess, I could draw key loops on my reference faces or concepts or such.
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Old 07-11-2008, 04:09 PM   #10 (permalink)
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double post. :S

Last edited by Fangla; 07-11-2008 at 04:10 PM. Reason: double post
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