Face typology

for this class we were learning about the typology of the face and what ultemently makes good typlogy. though today there was bad ice so we all learned from the tuotrials which were very useful and infromative. the idea behind the typology of the face comes down to movemnt and the complexity of it. good typolgy is how all the loops and pillers flow through the model which inturn would result in a good textured model with no streaching. we also had the choce of doing a head a torso and a pair of legs but i went through them all. we also had to do it under  a poly count which is an industury standered practice while developing models like in the games industry they have to be carful of how many ploygons due to game size but, in the movie industrey the rules are a bit looser. by doing all this you should get a model which is easy enough to edit rig and animatate and i hop to end up with a good base for my charater by the end of this.

 

the heads

to start i made the head and along with that experanmeted with differnt shapes and really take in what makes good typology.

 

 

 

 

i do think i over did the middle head after i edited it while i was experamenting which ended up ruinnig the typology of the piece compared to the the others.

 

For the face a frocused on shaping the typology the example to make the head of my model but, this required me to bulk the head up to make it more imposing and adding a bigger neak to match my charaters shilloutte.

 

 

Then it was the torse where i took the heads proces and extured the loer hald with a subdivsion on so i could have more squres to work with and pulled out the sides to create the body builder torso.

 

the i i shrank the arms to match my charater that bit more, i also did soem mionor detail like the creveas near the bottom of the torso which , i belive makes it more robotic in the process.

 

 

 

After that it was the legs which was a very similer process for the torso and head but, i took it in a different way to help bring the modle more inline with my desigin.

 

Overall im happy with how everything looks with howe it matches the shilloutte and the proportionso of the desigin but, there are some things im unsure about. like the typology of the while body now that i’ve sculpted it into the shapes i need as well the polycount has gone up dramticly so i do think i need to run this by the tutor before i add all of the armor. and finer details. i also want to change the hands into soemthing shaper so i can really caputer the villoun vibe i want to give off with this charater but the big hands just dampnes that idea. i do think ive learn a bit of typology with how everything must flow within the loops like the musles in our own body and a sigin of good ish typology is very light on segements and no denspatches of lines. i am pleased with how it looks but, i do think it needs tieding up expessaly the writs due to them being more inline with the bodies typology.

 

 

 

 

https://www.foxrenderfarm.com/share/what-are-topology-and-retopology-of-3d-models/

 

https://www.cgiscience.com/post/good-topology-of-the-3d-model-how-much-attention-should-we-pay-to-it

How to Understand Topology in 3D Modeling

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