Wednesday 21 September 2011

3D Face - Part Two: Adding Topology

The next (and perhaps most important step of the entire project) was to plan out the topology for the model. This was done on the image itself, using Photoshop to simply paint different coloured lines over the face of the image.

Topology is how well the polygons on the model flow, how they are positioned and shaped. It is vital to create a good flow between the polygons to create an organic looking model, and one that will animate naturally without looking distorted or artificial.

Following a tutorial provided in the lesson, I was able to create the topology by using the tutorial as an example. It took a long time, and a lot of trial and error trying to get it to look right and flow correctly.

The blue lines on the image are the guidelines. These are drawn first to establish key areas on the face; wrinkles or the jaw bone, for example. The red lines represent the actual polygons that will be created when modelling. A few important rules had to be followed, such as making sure all the polygons were 'quads' (four edges and points). Ensuring the polygons are quads will prevent any 'pinching' and artefacts during smoothing, and will also allow smoother and easier animation.

Also, creating a 'diamond' shaped polygon in certain areas allows for the edge loops to change direction, such as in the centre of the cheek.

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