This is my polybook .
works will be seen here as in my gallery
My to do list and what i want to learn in 20.19
The house assets(not priority but good to do in between )
126/130 house objects (4 are done )
i know 130 house assets is a lot but for example i will make diffrent styles or sizes . like several lights . antiek kitchen / modern kitchen etc . Not sure how long this might take but i dont worry too much since this is to keep practicing and to do in between the lessons .
Courses and Learning flows
-animation bootcamp
-Blender mesh modeling bootcamp
-Introduction to hard surface modeling
-introduction to character modeling
-interior architectural vizualization (still need to finish this course)
-Animation workflow and body mechanics
-Short film character production (pierro course)
-fundamentals of rigging
If possible some small animation.
A lot better, but I'd still get rid of at least half of those vertices...
For instance here are some edge loops that can easily be removed:
I'm not saying you should remove exactly those edge loops, of course, just saying that there is too much geometry for this stage.
Personally I'd start all over, using as little geometry as possible. Adding an extra edge loop later when needed is simple enough and a mesh with less verts is a lot better to handle..
But, like I said, I'm no expert;)
hello spikeyxxx
i restarted since its still good practice.
should there be any aditional loops or if i fill in now should things be better ?
there is indeed not as many faces needed as i used before . the result still is great when i turn on smooth and subdivision surface xD
Great improvement Yuki!
Maybe get rid of a few edges on the lips, which will also help connecting things:
And do the same withe the ring around the eyes...Then you can start filling things up.
This looks a lot better now!
thank you spikeyxxx for the feedback.
tomorrow ill continue and indeed removing this will help. its a bit learning flow this topology :D
but fun for sure :D
spikeyxxx
question i am stuck and not sure how to fill this space up best. (think its called pole (or N-gon ) )
what way do i use to best fill up this place
Maybe like this:
Then you can fill in those two quads.
There are indeed a few five-sided poles, but that is unavoidable with facial topology, as long as they are not in a place that will see a lot of movement and there are not too many of them, you should be o.k.
I worked some more on but wonder if the loops are ok?
i think those poles wont be a problem right ?
I wonder if that second pole from the top should move down to the next edge loop?
I think this is looking much better though from the first draft.
Save a draft and try it out on another copy of the file. Then you don't mess with the WIP model.
My only worry are the poles (or pole, because it's symmetricall) just above the upper lip.
But try things out, like I said, I am not an expert on facial topology and there is not an absolute way of doing this, it's a puzzle with many solutions;)
blanchsb has a great idea: play around on different copies of the file and see what works best...
When I followed @jlampel modeling a female head I learned a lot of basics about face topology. I recommend looking over it when you have time. He does a great job teaching it. I'm no expert in this area but I am saying my topology skills took a huge boost doing that Mesh Modeling bootcamp series that he put on. It was super helpful.
I think your approach where you are blocking out essential areas first is a good approach. You're not tied down too much with other face areas doing that.
My plant is finally finished, hope you guys like it. Might try out different colors later on.
Doing cycles render now but here you can see the eevee render of the plant
did some changes and these are for now the 2 color versions i will keep :)
update on body topology
hope everything looks ok for later animation.
are there certain parts that are not good of will cause a problem for smooth animation.
Hi sensei @theluthier
i was wondering, if you had some extra free time, you could check the character topology ?
been working a while on this character now and hope that the topology is good, it should be for animation :)
retopology of my eevee is getting closer to getting finished
let me know if there is someting not right or strange :)