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>> No.721238 [View]
File: 137 KB, 800x548, head topology.jpg [View same] [iqdb] [saucenao] [google]
721238

/questions/ - Questions & Help Thread
General Questions and Help about anything /3/ related, hardware and software.

Since the other one hit the post limit, so here it is.

>> No.665340 [View]
File: 137 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
665340

>>665339
>>665283
Here is also a face, it sucks u can only do one image a time on 4chan

>> No.662589 [View]
File: 137 KB, 800x548, 1111.jpg [View same] [iqdb] [saucenao] [google]
662589

>>662585
im not him but the topology of it isn't the best for animation.
In pic related, the topology goes around the mouth and up to the nose cause the way the face can stretch

>> No.611242 [View]
File: 152 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
611242

>>611224
>UV islands and UV shells, are these the same thing?
yes. sometimes i say "uv shells" for maya people to understand me, cuz its "islands" in blender
>What is tessellation
its like a realtime displacement that runs on a special part of your gpu, used for games.
>and edge flow?
edge flow is simply your topology, its usually marked like pic related, its like a "guide" to direct 3d artists how to create certain things. much like how grid UV maps are used.
edge flow parts are usually colored like pic related

>> No.599334 [View]
File: 152 KB, 800x548, TomCrazyfoolParker_topology_breakdown[1].jpg [View same] [iqdb] [saucenao] [google]
599334

>>599318
What is the problem? That takes effort but I dont see why that should be a detriment. You want good shit, you work to get it. You could allways get the videogame level without much complication.

>>599332

Not really there is plenty of ifo about it, and its not that complicated once you try it a couple of times
<----

>> No.569843 [View]
File: 137 KB, 800x548, 1491082513685.jpg [View same] [iqdb] [saucenao] [google]
569843

I have to create a photorealistic face in maya for my final course project.

What kinda stuff should I watch out for, what should the final product look like and how many polygons must the model contain?

And how do I turn on selection symmetry (when i pick an edge or vertex on one side of the model maya selects the exact one on the opposite side)

Any advice/tips is welcome

>> No.558640 [View]
File: 152 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
558640

>>558623

Is this supposed to be a face or a theatrical mask? Cause if it's a theatrical mask it's probably fine with that square nose and those sharp edges around the eyes, but definitely not for a real face.

The whole point of "proper" topology is to ensure that the model deforms in a natural way, one that's true to the real-world object it's copying. Do a google image search for "face wrinkles" and you will see exactly how the edge loops need to flow. After all, wrinkles are the result of the face deforming as it changes its expression.

>> No.552466 [View]
File: 152 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
552466

Look up face topology and try to follow the topology. It will help you tremendously if you know facial anatomy. You should know the starting point of the muscle and where it ends and how it overlays on the skull.

>> No.527486 [View]
File: 152 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
527486

>>527478
Here's one example.

This should applies to all of the faces.

>> No.522141 [View]
File: 137 KB, 800x548, topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
522141

So.. I stucked in doing retopology (i was suggested by doing it on 3ds max but it was too tedious), so after scouring some, I found some candidates

>Zremesher
>Blender (w/ or w/o Retopoflow)
>Topogun
>3D coat

Which one should I choose and why

>> No.499530 [View]
File: 152 KB, 800x548, topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
499530

>>499527
one thing to consider with drake is that he is a pretty high poly asset , but all the important loops are there, point in case. i know they look similar but they are different, and they deform differently.

>> No.468390 [View]
File: 152 KB, 800x548, topology_breakdown[1].jpg [View same] [iqdb] [saucenao] [google]
468390

Start with a cube, subdivide it once or twice and start moving the verts to make the overall shape of the head. Then you start adding loops where they're needed, trying to keep the size of the polygons consistent.
Also, check the colored parts in my pic, they're very important, indispensable, edge loops that will help define the shapes of the face and will animate well.

>> No.464997 [View]
File: 118 KB, 800x548, 1412416139377.jpg [View same] [iqdb] [saucenao] [google]
464997

>>464985
I box model. Edge-modeling was too difficult for me when I first tried learning it a few months ago. Now that I've got a lot more experience under my belt, it might be worth trying again.

Thanks for the link; looks promising!

>> No.430726 [View]
File: 152 KB, 800x548, 1396103864923.jpg [View same] [iqdb] [saucenao] [google]
430726

>> No.427529 [View]
File: 152 KB, 800x548, topology_breakdown[1].jpg [View same] [iqdb] [saucenao] [google]
427529

> is the topology OK?
The eyes are alright, the rest is not

>> No.424702 [View]
File: 152 KB, 800x548, topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
424702

http://anatomy4sculptors.com/anatomy.php

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