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>> No.743682 [View]
File: 176 KB, 464x753, thawpohlowjyh.jpg [View same] [iqdb] [saucenao] [google]
743682

>>743676
Find good images or video of the person/type of person you want to make, start figuring out where the loops need to flow to best capture that surface.
When polymodelling generally operate on edges, boxmodelling is for the most part just a more elaborate (retarded) way of going about things.

This is a picture I made when someone asked a similar question a while back, I don't actually paint stuff like this to figure out the topology
but it illustrates how I think internally about what I'm looking at while exploring images of my subjectmatter.
Make sure to study up on the concepts commonly know as 'spacing' and 'edge flow' if it seems at all mysterious why it looks like that.

First stage is just to figure out where the key loops will flow, then as I start building the surface I figure out the in between topology that will allow
these loops to connect cleanly and quaded with a minimum amount of poles or triangles (which both are equally undesired but unavoidable).

>> No.668007 [View]
File: 176 KB, 464x753, thawpohlowjyh.jpg [View same] [iqdb] [saucenao] [google]
668007

>>666860
I'd decide the diameter of the eyeball and the iris and look up ideal or average spacing of that,
create the white centerline in my image and work outward from that.

To figure out a valid topology for a surface it's easier to paint an overlay of 4 colors (4 because of the 'four color theorem')
and start painting in finer and finer planes as you spot them instead of trying to draw a working wireframe directly.

you sorta let a suggestion for a valid wireframe emerge out of itself as you segment the surface into finer and finer pieces coloring in and splitting fields as necessary.

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