Modelling a head

The beginning of a new project is always exciting!!

Getting started Callum agreed to shaving and taking photo’s of his head from different Angles; (Thanks Callum!)

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With these images as reference’s hopefully i’ll be able to model him to photo perfect!

Before beginning I want to get into research first and how to actually go about modelling this. In class topology was mentioned a lot and how it is important to have good topology, this link below is the one used in class to show the difference topology can make;

http://www.thundercloud-studio.com/index.php?page=tutorial/ModelingTutorial/headModeling

“Because topology and edge loops play an important part in building up the head volume,face’s characteristics as well as make up what our head model can do/deform in animation.Unlike other parts of character, the head have much more screen time with many close up shots that involve complex facial expression animation like: smile, sad, anger…etc all bring up different shapes and deformations stages of the face.
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.”

Pretty good explanation of why it is important in modelling. A lot of thought about muscles and bone structure has to take place before beginning too and it was recommended that we draw over the face or a image of the face of what the topology should look like, we were also tipped to stay away from triangles! The link below was also a good insight on how to go about this project;

http://www.polycount.com/forum/showthread.php?t=80005

This link was also a pretty good read although it applies in general and not only this project;

http://www.creativebloq.com/tips-and-tricks-organic-modelling-7123070

I found this website which is pretty cool, it gives you (free of charge) 7 lesson video’s on mesh topology, including one on heads;

http://cgcookie.com/blender/cgc-courses/learning-mesh-topology-collection/

http://cgcookie.com/blender/lessons/topology-overview-human-head/

On the polycount website there was also this index sort of thing which basically gives you all information and examples on the different topologies there are; http://oldwiki.polycount.com/CategoryTopology#Principles_of_Topology

This website below is pretty informative on the muscles in the head, it’s pretty cool with the interactive feature it has;

http://www.innerbody.com/anatomy/muscular/head-neck

Another link of face muscles;

http://www.nucleuscatalog.com/muscles-of-the-face-facial-muscles/view-item?ItemID=9300

I think this one will be super useful as well as it gives a 360 rotation muscles;

http://www.healthline.com/human-body-maps/head-superficial-muscles

I’m really excited to begin this project!

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