Hi Ivan. Good question! I’ve been wondering about this for a while too. Some people are adamant about the quad-only geometry when using meshsmooth, while others don’t seem to care. Among the latter, Steven Stahlberg, whose human models are incredibly realistic. I’ve even heard of other ways like each vertex connected to four other vertex !? (I can’t remember how it’s called)
Oh, and very nice model btw. You’ve done a good job!
These tutorials are amazing! I wish I could try following them but I can’t use keyboard shortcuts at all for switching viewports or working with vertexes and connecting them so fast.
Anyhow, I have a question. Are your images quite large? And if you model this way, later on, when you have to attach the head to a body and all that, rig the character and animate, wouldn’t that be.. rather heavy or even impossible to process?
Thank you, is not that bad (my model) but there is a lot to be done.
It (She) will be a women but is still to “round” anyway it is a work in progress and I will post it here if I finish (?) it. The main goal of this (my) endeavor is to try to create a topology, that is not a kind of a balloon, but take into consideration the structure and anatomy of the human head. Not sure whether I will be able to achieve it.
And because you took the time to answer me here is another question: (See Attachment)
There is a concave quad there, is this that bad if the tessellation is “correct”, do you know this answer? Thank you!
As long as you don’t get those shading artifacts, I suppose it’s ok.. From my rather short experience, I’d say it’s the thin elongated polygons that tend to create problems.
But I do try to make all-quads models. I’m not sure why. It seems intellectually satisfaying. My problem is mainly that I tend to make to much geometry. I started to model a character two months ago and stopped after the face was done (the topology, not the tweaking). Too many polygons.
One the other hand, I thought my ear was over-detailed. But when I saw Eugene’s, well, it’s about the same. And it was my first model! Not too bad, hehe…
To 平沢感覚: (I hope I got the spelling right...)
You can create your own shorcuts, no matter the language settings used on your computer (or so I was told).
I am just curious… but would I be able to work through these tutorials in Viz? I am very intrigued with all the images I see and things I read in this discussion.
Well, thanks a lot for this series, Eugene. I learned a lot of important things, along with some niftry tricks (like how to easily reorganize the topology without changing the base geometry).
Hope to hear from you soon with some unwrapping/texturing tuts (and possibly some face rigging?)