I've read pretty much the whole thread, seen some head models that looked more realistic than others, but the difficult part would be trying to imitate the edgeflow of them while I'm in current situation (everything except the place where the neck will be extruded is made of four sided polys, but any edit to add a different kind of edge flow will cause triangles that need fixing).Overall its a good start.
Have a read thru the topology thread anyway. Dont just focus on that one image that Vlad provided. That image has been around for years. The guy that created the model is Steve Stahlberg who is an excellent character modeller. His technique however does tend to include 5 sided faces, which if you dont understand his reason for it can lead you astray. So I would suggest keep everything four sided, as this is safer, cleaner and far easier to manage mesh issues.
Also I would recommend getting the mesh layed out before you start tuning the eyes and the lips as you already have. The reason for this is because the more you do in the early detailwise the more difficult it becomes to cleanup if you decide to change the edge flow.
Also if you can afford to do so, I suggest you download our Character modelling tute that I did of Chef Ramsay. Its very easy to follow. It will also advise you on the dreaded ear area.
cheers
Jay
Yes but it doesn't show the exact number of polys that will form after smoothing. If I hit mesh> Smooth, it will gain even more polys than I already have, whereas HD view doesn't show them, it shows the edges only and I've heard that there is a way to reverse a smoothed mesh back to a basic one by reducing the subdivisions. I forgot where I saw that though. But by the time I'll smooth it, I have to finish the whole half of the body.well switching between 3 and 1 on the keyboard will save heaps of time so you can preview your mesh smooth. Thats really the idea of it.
Well if you are modelling I would suggest the modelling tutorial. It does include the ear being built from eight poly already on the side of the head, so theres no need to make a separate one to attach later....
cheers
Jay
I'll try and if I can't, I'll have the backup anyway. But seems easy.I see well that ear looks very painful to do that way so good luck with that. Theres more than eight polys from its original extrude so.....
Well in all seriousness, you can work out you final mesh smooth with resorting to actually doing it. If your final model comprises of 700 poly and you do a subdivison level smooth of 1 each poly is going to split into four so that will give you 2800 polys for your final model which is very light.
As a full time modeller this is what I tend to do so you can gauge the final model, not worry about keep adding extra history nodes. So that smooth preview is essential and the poly count can wait until the end. If you do it properly you'll never keep worrying about it anyway as you can add an approximation node to smooth it at render time if you are using Mental Ray, so you'll never need to smooth it physically.
Yeah you can assign more than one nucleus to the one collider, I did it for that tute if I recall correctly
Jay
Well, currently software renderer seems to do the work in half the time mental ray does. (comparing SR 30-50 seconds to 1 minute and a few seconds of MR for only fur rendering) But I agree on the result, MR shows stuff better from the distance while SR makes stuff such as hair seem to become rarer from the distance.Software Renderer is a bit slower really. The result wont be as good at the end of the day.
Just out of curiosity, did you bind the clothing first and weight it?
J
Hello. Thank you for the video, it also pointed out a lot of errors I made before while I modeled hands. I used to keep a 1-square distance between the fingers that I extruded.Good on you for starting again with the model, looks much better already. This is not a head but a hand, however you'll get there with the body and it might help you with edge flow and keeping your base mesh under control at this stage as well.
Simply Maya Tutorial Low Poly Hand - Part 1 of 8 - YouTube
I never said I wanted to be a professional. I just want to reach the medium level of a 3D animator.Glad it helped. Settings for the Maya modeling set has changed very little between versions so it should work just fine.
I read your other thread as well and I think your movie project is very ambitious, I'm not saying it to be nasty I just don't want you to drive yourself mad. Few professional artists make movies all on their own it's a pretty daunting task, and if you jump between all different fields you'll end up mastering none. Have you thought about focusing on one field in Maya say modeling, at least for now, and joining a collaborative project instead? This way you could concentrate on one thing and get good at that plus get some practical experience of how these things come together and work with other artists on something that might turn out to be a really nice project and portfolio piece for you in the end.
Nilla