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Old 24-04-2007, 03:43 PM   #91
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Cool! that's a really great looking head someguy. the only thing that stands out to me are the polys on his nose - i might not have them come to a point like that - though on the smooth head it doesn't look too bad.
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Old 24-04-2007, 06:43 PM   #92
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Looks good...

Personally Id lose the tris on the cheek crease area, Its a would-be deforming area, if you are going to do animation. Also for arguements sake I'd also lose the tris on the nose. But thats just me - no tris!

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Old 24-04-2007, 10:37 PM   #93
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Thanks for th advice
I've gotten rid of as many tris i could find. Unfortunatley some 5 sided faces have appeared but they aren't in any major areas.
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Old 19-06-2007, 09:49 PM   #94
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Add some new splits in these areas, and that should fix your problem, if thats where your concerned about.
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Old 13-08-2007, 01:18 PM   #95
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Cool head. Here is mine but i don't know if i set up the polys correctly
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Old 01-10-2007, 01:19 AM   #96
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Mickeal_alex

Not bad but lots of room for improvement. I would get rid of alot of geometry on the face as it very cramped in there. Also have a look at some of the earlier posts in this thread on edge looping the mesh. The post previous to this is a good example by Some Guy, its a nice mesh to work on.

Its all just practice at the end of the day, keep at it

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Old 01-10-2007, 09:21 AM   #97
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I know i think i have improved a lot in the threat that i put on in the wip section. It's called Modelling a realistic head. CHeck it out and see if it's correct.
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Old 25-10-2007, 08:24 AM   #98
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Wow you guys are really good at Maya.
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Old 25-10-2007, 08:36 AM   #99
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Thought I would post this in here as I feel it might be some use to people as I think the topologys not too bad.

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Old 13-11-2007, 05:30 PM   #100
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Some tutorials I found:
http://www.highend3d.com/maya/tutori...gon/277-1.html
http://www.highend3d.com/maya/tutori...gon/243-2.html
I haven't tried the eye yet but it looks helpful.

I also have a question - What is the best poly formation around joints (for skinning purposes)? Obviously there's a difference between joints, so can you also post examples for different joints eg shoulder, elbow, wrist, neck etc.
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Old 13-11-2007, 05:54 PM   #101
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3 to 5 loops around the joint areas are usually adequate enough.

thanks for the links


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Old 24-11-2007, 04:01 PM   #102
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This is a lowpoly face for a model im using as practice. Im taking a lot of adivice from past threads. It was box modeled. Feel free to tear it apart, thats why its in the topo thread.

Also, is it better to have tri's that follow muscle lines or not have muscle lines and be strict on mesh unity?
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Old 11-12-2007, 07:41 AM   #103
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Working on a male head right now, I want to get the topology as perfect as possible so that I can use it in my application to a 3d course.

Edit: And yeeey on my fourhundreth post here.

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Old 11-12-2007, 09:46 AM   #104
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Hi Woken,

I would try to keep it all quads, no tris, that way you can use the edges to define the loops of the face.

Weyu,

I would watch the placements of the poles, try to have them in areas that dont move when animated, the ones that stand out is on the nose, if the mesh is animated then the placements of them could cause funny problems with the mesh.
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Old 24-12-2007, 01:37 AM   #105
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I guess you're right I see 3(x2) poles that are on inconvenient places right now. I gotta change/remove them and add the ears.

Is there something else that looks off? Sometimes I have hard looking at my own work and find flaws.

Its hard to fit in time between work and friends, gotta be done before april tho.
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