What do you think of that head?

Forum Archive What do you think of that head?

Viewing 11 posts - 1 through 11 (of 11 total)
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  • #15589
    maxcady
    Participant

      The imperfections are intentionnal. Lots of tweeking. Head

      #76107
      Martin Bergwerf
      Participant

        Not bad at all, Max!

        There is one ‘problem area’ as far as I’m concerned:

        Head_1.png

        There is some weird shading going on there. In Edit Mode it reveals two Triangles that can be made into a Quad by selecting and pressing F:

        Head_2.png

        Then I’d X > Dissolve Edges to get rid of this weird Edge that just creates N-Gons

        Head_3.png

        And for good measure you can double-tap G to Edge slide this:

        Head_4.png

        Now it already looks a lot better, but you still have a holding Edge at the bottom that stops halfway and creates another N-Gon:

        Head_5.png

        Causing a sharp Edge to turn into a rounded Edge.

        If this is intentional, you can leave it, otherwise you’d need to rethink your topology in the top area. Probably use the Knife Tool to cut a holding Edge at the top and connect that with the existing one…and then maybe Merge some Vertices to make Quads.

        #76108
        maxcady
        Participant

          I thought that tris was tolerated. So I must make quads the most I can?

          #76109
          Martin Bergwerf
          Participant

            Hi @maxcady ,

            Tris (and N-Gons) are tolerated, especially in flat surfaces, but try not to use them when they are not needed. They can cause shading artifacts when using Subsurf Modeling.

            In your case, I noticed bad shading and saw the unnecessary Triangles in that area, so removed them…(almost automatically, without thinking…they may have been harmless in this case…..)

            #76110
            maxcady
            Participant

              Let’s go step by step. I feel the need to remake that head cause there were imperfection that I couldn’t correct. Not what you were talking about. I must improve my way of modeling. I have the tendency of adding loops everywhere and I can’t correct strange areas cause it’s too confusing at some point. 

              step by step

              I kept going. I found new tricks and I improved and I ended up with this piece:

              Final result

              #76111
              Martin Bergwerf
              Participant

                Cool!

                Most of the Mesh looks excellent!

                There is bit of an issue here (on both sides, but this side is the worst):

                Face_0.png

                In Edit Mode it reveals twisted Faces:

                Face_1.png

                Can be easily fixed by Scaling the Faces to 0 in (Local or Global!) Z.

                I lifted the Edges a bit afterwards to follow the contour of the top, but you can also make both flat of course.

                Then I’d prefer to have an Edge Loop here (like you have everywhere else), You can use the Knife tool:

                Face_2.png

                I used Cut Through, but therefore i had to ‘hide’ part of the Mesh. My favorite way to do that is, box selecting what you want to see with ALT+B.

                The result:

                Face_3.png

                #76112
                maxcady
                Participant

                  I didnt know how to make the top more thick. Now I start to understand. I kinda repaired the issue but there is still pinching. I don’t know how to solve the issue without modifying the overall shape. I wanna become a good modeler 🙂

                  #76113
                  Martin Bergwerf
                  Participant

                    Hi Max,

                    There is a Triangle next to a 5-Gon, you can solve that by Merging the red Vertex to the white one (or the other way around, or Merge at Center..)

                    Merging.png

                    Do this on both sides and on the inside as well.

                    You can Edge Slide the holding Edges at that corner if you find it too sharp, but for the rest the model looks great to me.

                    I would however bring  down the Level of the Subsurf Modifier to 2, that seems enough to me.

                    #76114
                    maxcady
                    Participant

                      I accidentally put the subsurf to 4. But Usually I put this to 2 or 3. 

                      Why having a subsurf is bad if you have the computer power to support it?

                      #76115
                      Omar Domenech
                      Participant

                        I guess you can abuse the subD if you have the power to do so. But I think you still have Blender to account for, meaning that even thought your PC might be powerful, Blender itself can handle a limited number of poly’s. Rule of thumb, for now at least, is have subsurf level at 2, maybe 3 in special cases. 

                        #76116
                        maxcady
                        Participant

                          I like 3 most of the time cause I can see that it’s even smoother. It doesn’t slow down at all. It is slowing down only if I move a lot of big meshes at the same time that are subsurf at level 3.

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