Tuesday, 16 March 2010

Topology of Duncans Head

How a good topology should look like.

How mine looks.

Mine has gone wrong because the wirelines of my model don't fit the face. because it is too late to change my model i've had to try and make the lines fit on Duncan's face.

Friday, 12 March 2010

Final Model of Duncan's Head

This is the completed work of Duncan's 3d head.

Monday, 8 March 2010

Life Drawing Picture

I have life drawings of my dad, four were done with just pencil, and the last four were pencil and pen.

25 mins - Most parts of the body are to proportion, only the face lets it down.
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10 mins - The neck is to long but he was looking up and the belly button is too high.

10 mins - I think this drawing went well considering it's only a ten minute drawing, good proportion as well.

15 mins - The arm is too thin and bendy and the shoulder looks a bit square.

Pen and Pencil Used for the next Four.
1 hour , 50 mins - This took a long time to complete and still the hand and hair on the arm are out of shape.

2 hours , 30 mins - Very difficult, this one annoyed me the most because of the crossing of the arms but it's almost exactly right. The only part I felt I needed to change was to put an outline on his back.

5o mins - Again this was a hard one but there was less muscles and hair to draw. Although the hair on his head was a real problem, The ink I used was to light in some areas despite that fact his hair reflects light.

1 hour , 30 mins - The hair is off shape and the lower half of the head miss proportioned i think, also the angles with in the arm look slightly off. Then again this was the last drawing i did and i was quite tired.

Facial Topology

Facial topology (the way a surface is structured) is the single most important aspect of head modelling and one of ultimate goals of every 3D artist. The process of creating an average human face is nothing new, however to get the realistic and natural looking we have to make the best out of every step we do: from collecting photos and life drawing to planning before modelling and then texturing and colouring.

Before going into modeling process, I researched the structure of other people’s faces from the size of the eye to the shape of the nose to the length of the jaw. The most important things in this research are the accuracy and quality of reference photographs or concept arts. If I were to under estimate or make mistake in this analyzes, I might face problems in modeling when I realize that the model fits with the front view image but does not fit with the side view image, despite the fact that all I have to do is copy the image layering my model.



Because topology and edge loops play an important part in building up the head volume, characteristic as well as deciding what the head model can do should I want to animate it, moreover unlike other parts of a character, the head has much more screen time with many close up shots that involve complex facial expression in films and animation. With a good topology, it’s possible for my head model to have realistic expression; however I think that I have messed up topology, my head model can’t do a single facial animation and if it can, the expression will look very un-natural. In addition a nice topology will also make it possible to build the model with less geometry but still look realistic and accurate.

The first thing I’ll start explaining is the eyes because it is often said that the eyes are the window of the soul, they are the most important element in 3D modeling. Whether it’s in films or animation the eyes are the place that show most of the emotions.


Orbicularis Oculi Muscle

It’s better to use a sphere to model the eye lids or else they will look unnatural and intersect with the eyeball as mine looks . The eye lids are decided mainly by two curves that formed by upper and lower eyelids. I should also have put an extra edge loop inward to make the thickness of the eyelids.

Obicularis Oris Muscle

As both nose and lips contain some of the most subtle variations in shape on the faces. As with drawing and sculpting faces, the key understands the shapes and angles they flow based on the underlying bones and muscles.

The upper lip is composed of orbicularis oris muscle covered by skin on the outside and mucous membrane on the inside. Many other muscles are attached to the obicularis oris muscle, and together they work to create the movements and power required for speaking, eating and forming facial expressions. The Orbicularis Oris muscle constitutes the major bulk of the upper and lower lips.

The mistake that I have is that edge loop doesn't go around the nose; it makes the nose look square and blocky. In the lips area, there should have at least 2 edge loops go out at the lip's corner or else the model's mouth look like a slit. Also, To emphasize the shape of the lips, I would add an extra edge loop around the lip area because without this I could not have smoothed or subdivide one more level, and the lip shape would not be smoothed out. Finally I would only model the head with the mouth closed but it's better to have some extra face loop inside the mouth to hide the border edge, should you open the characters mouth.

The ear is the organ that detects sound. The ear shows a common biology with variations in structure according to order. It not only acts as a receiver for sound, but also plays a major role in the sense of balance and body position.

Ear is a very tricky area in the face, it has spiral structure with a lot of detail in, I found it majorly difficult to model.

How it should look.

How mine looks.

I have got the overall shape but I have missed out the inner muscle/bone shape. There is a depth to the inside of an ear that I have not captured and the polygons are not correct – they do not create the correct shape.
There are lots of folds in the construction of an ear. Mine has merged with the head – it’s not a separate thing. From the front, the ears do not stick out as much as they should.

Also there are many other muscles in facial topology, each of these muscles have their own edge loop.

And finally a full topology layout looks like this…