Although this is interesting topological effects that arise when 3D, model makers make polygonal models of the human head.
The basic principles of subdivision modelling are that quadrilaterals are preferred over triangles or other n-gons, and that each vertex has 4 edges leaving it.
The number of holes in the mesh topologically requires that you cannot always achieve both these
Objectives, and so your mesh is going to have vertices connected to more or less than 3 edges.
In addition, these vertices are called "poles." 3-poles, 5-poles, etc. The terminology comes from the standard quadrilateral mesh of a sphere, where all vertices have 4 edges except at the north or south pole.
Where you place these poles has dramatic effect of the flow of edge loops along the mesh, and so there is a considerable art to placing them so that the resulting edge flow corresponds with the way the structure of the head and muscles flows.
If one part of your topology is not anatomically correct, the model you have created will not look right.
This is why my first head sculpture did not look as I imaged.
Then after the next lesson in mud box with tutor Mark, thing started to make a bit more sense to me. There was a still a lot more to-do.
My next head sculpture which had improved a lot, in its topology and work flow, but I could see there was more I could improve on the texture, it was not as good as I would have liked.
My first problem I came a cross was the pictures I had taken of a classmate they were too overexposed.
I had this in raw form on my new camera, but I could not adjust it sufficiently to be any good for what I needed.
I over came this particular problem with the solution to make my own map of a head in CS5, though this would not looked like him in his features, but this would be good enough to use as a template or a stencil , which I would use in Mudbox to put on my new sculpture.
The (UV) had duplicated on the hat, to overcome this problem, I exported the hat out of mudbox as an (OBJ. File) then imported it into Maya Autodesk as an (OBJ. File).
To sort out the extra polygons that had appeared on my hat, I used the small script I had gotten out of (The Art Of Maya) a book that I own.
I put this file after I had written it into my script editor in Maya, this work grate and the (UV) were now not stretched or duplicated.
I then exported it out of Maya Autodesk, and then imported it back into Mudbox as an (OBJ. File) and re- textured it, now this looked, as it should.
Each subsequent model was an improvement on the last; this then gave me the idea to do one of him age 20, and another age 30.
The older one had been changed with deeper creases around the nose, and a square jaw line, with a bit
more rougher looking features.
Now I have my finished piece in a turntable movie, with all the new textures on, but there is still room for more improvements to be made, but this will come with time and more practice.
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