Topology and Research

After class I started researching on various topology references and the meaning of good and bad. The head model seems very daunting at this point however I do know my own face quite well. (I think) This is what A-level art does to you!

There was this website that I learnt a lot of information on topology and what is good modelling when it comes to the head. In the article it reminds me the important of good photos. Showing that photos needed to be aligned so that when you are rotating and constructing your head in Maya, so it can be as accurate as it can be. The article reccommends using Photoshop to do this.

Aligning photos – Accessed 11th March 2016

The article emphasises on planning your model by sketching out the topology so you are not going in blind when you start to model. By sketching out the wrinkles in the faces and where lines in the face flow you can get a better implication of where things might be. This is all the start to understanding good topology.

With a good and smart topology, it is possible for our head model to be able to deform well into to any realistic expression. if we have a messed up topology, our head model can not do a single facial animation and even if it can, the expression will look very un-natural and distorded badly or require alot of heavy skining/ deform rigging work. Another plus plint is that nice topology will also make it possible to build the model with less geometry but still look realistic and accurate yet easy to edit and maintain.” – “Modeling Guide: Realistic Human Head”. Thunder Cloud Studio. Web. 11 Mar. 2016.

It reminds us to look at muscles to understand where deformities are and shows examples of good and bad topology

Good/Bad Topology – Accessed 11th March 2016

So points to remember when modelling:

  • Use Quads, Avoid Triangles as they cause a lot more deformities
  • Try and avoid Poles (where  4 or more lines meet at a vertice.)
  • Keep polygons square and chubby not long and thin

The article helps me a lot initially, now it was was a matter of looking up  more references or people int he industry who follow the same principles.

Topology Breakdown -Accessed 11th March 2016

I thought this was a  good example of topology, the creator has colour coded the mesh which allowed me to further understand areas of importance and concern. I can see a lot of the geometry built up in the mouth and nose showing that there is a lot needed for the character to move. From what i can see here i no triangles and there is a clean mesh, seeing a good flow of where edges meet and where areas of the face join and break away.

Alec had previously shown us Pinterest boards of topology. Obviously Pinterest is only a gatherer of information but its a good starting place to go off of. Heres a link to some boards:

Leticia Reinaldo Gillett

Leticia is a character modeller working in Blizzard, she has created various models which show a good topology as well as having complex elements. My favourite out of all her models is the skinny chef which was originally a concept art by Adam Ford. The skinny chef has facial topology of a human character and a pig. You can see when looking at it a lot of planning has went into it, particular like the ears in both pig and chef! – “Behance”. N.p., 2013. Web. 11 Mar. 2016.

Skinny Chef 3D Model – Accessed 11th March 2016

The Skinny Chef – Accessed 11th March 2016

Francesco Lupo

Francesco is a 3D modeller who has made this particular facial geometry from 3D scans. Obviously we don’t have a 3D scanner to do our own but taking photos of all angles is gonna help creating an all round head. In Francesco’s models he has them displaying different expressions, through this we can see that a lot of stretch and pulling comes from the cheek muscles and corners of the mouth. The forehead geometry also has geometry which seems to be manipulated. When looking at my own face may I should try and act expression to know areas of importance?

Head mesh – Accessed 11th March 2016

Dan Platt

Dan Platt is a character modeller who worked on Tron Legacy and X-Men First Class. He created the CGI facial topology for Jeff Bridges, Olivia Wilde & Bruce Boxleitner on Tron.

“On Tron: Legacy, I was the Facial Model Lead responsible for “youthenizing” Jeff Bridges as “Clu”, Bruce Boxleitner as “Tron”; creating their hand modeled 350+ FACS based blendshapes and for creating the high res digital double heads of Quorra & Flynn.” – “Dan Platt | Character Modeler » Organic Modeling”. N.p., 2011. Web. 11 Mar. 2016.

Jeff Bridges wireframe- Accessed 11th March 2016

Looking at these reminds me of creating a likeness as well as good topology. As we can see the image above looks like Jeff Bridges, although there is a lot of geometry in the mesh, they detail the finer details which make the head model resemble the actor. IN our project we aim for low poly  but I will need to create a likeness by capturing the basic features.

Sergi Caballer

Sergi Caballer – Facial Modeling Timelapse 1/3 [Accessed 11th March 2016]

Looking at the process of modelling, i thought this was good for showing how the process starts and is built up. It’s starts of as a cube and subdivisions and details are added a long the way. This makes head model at least for me a bit less daunting considering we all have to start somewhere.


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