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Help with anatomy/topology?

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Post  zbugni Thu Feb 20, 2014 10:11 pm

So, I'm fairly new to blender and this is my first really successful attempt at modeling the human head:
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And I really like the way it looks from that angle.  But when I look at it from different directions, it starts to look strange.
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That direct front angle bothers me a little bit, and this one's even worse:
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Something just seems 'off.'  I'm not sure if it's some fundamental problem with the anatomy, the topology, or a bunch of minor problems, but it looks strange.  Any help or suggestions would be greatly appreciated.  I'll include some topology pictures, in case anybody wants to take a look.  
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Post  zyzzy Thu Feb 20, 2014 11:39 pm

That looks pretty good....but there are a few "ridges" that look a little out of place.  

I would suggest using blenders sculpt tools to refine what you have there.

David ward does a good job demonstrating this in his YouTube tutorial series...I'll try to post a link if I can find it.


And....welcome to the forum!!!
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Post  zbugni Thu Feb 20, 2014 11:50 pm

zyzzy wrote:That looks pretty good....but there are a few "ridges" that look a little out of place.  

I would suggest using blenders sculpt tools to refine what you have there.

David ward does a good job demonstrating this in his YouTube tutorial series...I'll try to post a link if I can find it.


And....welcome to the forum!!!
Thanks! I'll see if I can find some of those tutorials.

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Post  zyzzy Thu Feb 20, 2014 11:51 pm


You may already know this stuff, but it was enlightening to me....

Using sculpt brushes starts around the 9 minute mark I think, and then again to refine the mesh around the 22 minute mark or so
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Post  Xraygunner Fri Feb 21, 2014 12:22 am

At first glance I'd say maybe work on the maxilla and temples... so pretty much the portions running under the nose out toward the cheek bones and up to the temples. That being said your model is coming along nicely. Sometimes it's best to step back for a while and look around at other stuff you like or that are related and then come back later. Keep it up!!
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Post  Yodaman921 Wed Feb 26, 2014 12:33 am

Loop wise things look good, but it needs to be smoothed out. You might want to select some problem areas, areas that look creased, and use the "smooth vertex" command. Once you smooth the areas out then you can do proportional edit to add some more 'face fat' to the character, especially in terms of cheeks. Keep it up though, some fine tuning to this and it'll look great in no time.
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Post  Unhurdof Wed Feb 26, 2014 12:46 pm

Hi Zbugni, welcome to the forums and congrats on a great start to your model. Everyone here has already offered great advice. I think you hit the nail on the head when you said " topology ", " anatomy " and " minor problems ".  Cool 

First, you may want to review some reference images of anatomical proportions of the face and and head, then make a shape key and carefully correct those meticulously. The space between the eyes, the shape of the cheekbone in side view, the shape of the ears, the shape of the back of the cranium in side view, the shape of the eyes being the kinds of things to look for opportunities to correct. ( Blender's Proportional Editing Tool in Edit mode, or Sculpt Mode's Grab, Inflate / Deflate, and Smooth brushes are also helpful for this. )

Once the anatomy starts to look better, and your geo is closer to complete, you will also want to use the edge slide tool in edit mode to selectively slide and distribute your edges so that they are equally spaced because when 2 edges or verts are too close together, it forms creases in the mesh. You want to be sure that any creases in your mesh are intentional, and not accidental.

Great start, hope this helps. Keep at it. You're almost there. Cheers.  Cool

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