Thursday, 22 October 2015

Facial Modelling

In previous posts I have mentioned that I have never rigged a face before, this goes the same for actually modelling a human face. I have never attempted or even researched into what makes a human face until now.

Today I have been researching all about the tips and tricks to modelling a good human face, below I will be writing about my observations of videos, and articles all about facial topology and facial structure.

So, what is topology?

Topology is the structure of your mesh and how that mesh flows around the surface of the model. We, as modellers should aim for clean topology in our models, we can achieve this by distributing polygons in an efficient manner. Many 3D artists also try to stick to having no tri's or as few as possible as this can effect the way the model stretches when it comes down to animating. 

Having clean topology is essential when making any character model for animation as when it comes down to rigging and animating the model, clumsy or rushed topology can cause the animation to show un-realistic movement, and essentially cause errors. 
Tom Parker. (2013). Face Topology examples. Available: http://wiki.polycount.com/wiki/FaceTopology. Last accessed 22nd Oct 2015.
Del. (2011). Face Topology [Community Breakdown]. Available: http://www.polycount.com/forum/showthread.php?t=80005. Last accessed 22nd Oct 2015.

3 steps to facial character modelling

  1. Blocking Topology: This first step is all about defining the characters overall volume and to make the main topological areas ready to add more topology in the next step.
  2. Final Topology: In this step you should strive to add all the required topology, doing this will allow you to achieve, fleshy skin as well as wrinkles and folds for the characters future expressions and facial deformations. 
  3. Final Modelling: In this final stage it is all about making sure that the model is complete and the topology is correct, well spaces out and works for the animation you are trying to create. 
Sergi Caballer Garcia. (2013). Tips & Tricks related to Facial Modeling for Animated Productions. Available: http://www.cgmeetup.net/home/tips-tricks-related-facial-modeling-animated-productions/. Last accessed 22nd Oct 2015.

With this information at hand, my next blog post will be my own practises of facial modelling, focusing on topology.

Readings-

Del. (2011). Face Topology [Community Breakdown]. Available: http://www.polycount.com/forum/showthread.php?t=80005. Last accessed 22nd Oct 2015.

Sergi Caballer Garcia. (2013). Tips & Tricks related to Facial Modeling for Animated Productions. Available: http://www.cgmeetup.net/home/tips-tricks-related-facial-modeling-animated-productions/. Last accessed 22nd Oct 2015.

Tom Parker. (2013). Face Topology examples. Available: http://wiki.polycount.com/wiki/FaceTopology. Last accessed 22nd Oct 2015.


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