So in my last blog post I talked about topology and that I wanted to try out facial modelling for the first time.
In this blog post I will be posting my results of my first ever attempt at facial modelling, as well as my observations throughout the creation process and how using clean topology helped me bring this head to life.
So first things first, the renders:
While making the head I decided that it would be best to leave out all the fiddly bits like eyes, teeth and ears so that I could focus on the general shape of the head and the features such as the nose, mouth and eye sockets.
I had been looking at two ways of starting this model, some modellers recommended starting around the eye sockets and modelling out them first, others recommended starting with a plane and getting a general shape of face sorted. I decided to start with a plane, I felt more comfortable with it and as I had never made a face before I found this to be the best method, working slow but effectively.
Throughout my time modelling I hit a few snags, the most annoying of all would have to be the nose and mouth, to get a decent looking nose took the best part of an hour, the mouth took around the same time.
My research on topology prior to this attempt came in very valuable while attempting this head, keeping clean topology around the eyes. nose and mouth allowed me to modify those areas at will without effecting the rest of the model.
Down to the conclusion, am I happy with this model? Yes and no, for my first ever attempt it does somewhat resemble a human which I'm very happy about, but the quality of the model is just not there yet, there are areas that could use vast improvement, the neck, the mouth/lips and the nose for example.
My plan going on from this is to practise more in my spare time and possibly upload my results, I also want to learn about what makes good topology and good working practises around character modelling.
-J.W
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