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File: Osaka_topology.png (446 KB, 762x812)
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Help me fags, im struggling with this topology
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>>1025931
What are you finding unsatisfactory with it so far? Add the missing face and add the hair, even summary, then try and pose it with proportional editing to see if it moves fine
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>>1025932
How do i do it more efficiently are there any guidelines for blender topology
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>>1025936
Where do you feel your process is not efficient? How can you judge when you haven't yet gotten to the full head?
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>>1025940
All. So how do i do it efficiently
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>>1025946
You start by finishing it
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>>1025947
I don't want to finish it if I'm not given how to do it efficiently.
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>>1025951
Efficiency in 3dcg is achieved through reuse and iteration. So you need a finished model
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>>1025951
Anon is right. You have to finish it first. Then you can optimize it.
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>>1025986
*moans into your left ear*
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File: G9jStGzbMAA8smd.png (365 KB, 2017x1119)
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>>1025990
The way you get to this from OP is by first finishing the janky topology, and just getting it in the right shape. Then it's just a matter of slicing new edges and deleting others.
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>>1026001
no. it's by doing it properly the fiirst time then connecting everythign. brow ridge, eyes, nose and mouth. always.
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>>1026039
Then why don't you do it, you fucking idiot?
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>>1026047
YOU are supposed to do that and teach me you fucking retard i made this fucking thread for what
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>>1026053
Oh yeah, how's your progress been? Surely by now you must have a full face to show
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>>1026056
I said I refuse to finish Osakas face until you show me the most efficient way.
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>>1026059
And we did
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Here's the secret to first try perfect topo on faces.
OP revealed himself to be a troll with this "you MUST teach me" shit but there are real people on this board lurking for real answers.
There's variations on this. You can do steps in different orders. One version you sculpt a nurbs sphere into the shape you want and then draw the curves onto that surface. You can start with a big n-gon and slice it down into the rings and connections.
The point is: (You) WILL draw the topo lines yourself or they will be wrong. You can draw them early and form the shape or you can form the shape and draw them late. It doesn't matter. The workload is the same, it's just retopoing a formed face makes more sense to some minds and drawing topo and forming it into a face makes more sense to others.
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>>1026061
(no longer) Lurker here, thank you this is helpful.
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>>1026160
Cheers. I'm glad someone found this helpful.
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>>1026061
lurker here thanks anon
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File: Head-Topology-Guide.jpg (1.02 MB, 3463x1935)
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I found this pretty useful for face topo
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File: screen.png (405 KB, 1034x943)
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>>1025931
>poly modeling
You should try box modeling instead for these models.
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File: AnimeFaceX4Speed.webm (2.99 MB, 640x360)
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>>1026566
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>>1026566
The box method makes for fun gifs but it's a drag compared to poly from scratch, as you start with useless premade loop dependencies and will only add more. If you wanna be efficient, you build the face first and only then close the head loops, once your face already has all it needs
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>>1026568
So you don't know how to do it, is that what you are trying to say?
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>>1026573
No, I'm saying it sucks compared to doing it without the cube
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I bet that this: >>1026563 has better shading than this: >>1026566
The brown loop around the face will likely give the perimeter of the face cleaner shading.
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>>1026598
Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.



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