Then my professor clued me in to a DVD that character artist Mayan Escalante put together for the Gnomon Workshop. I watched him model a low-polygon game character head, narrating the process in real time, and everything clicked. Escalante models by creating a few key edge loops - the closed, overlapping contours that define a wireframe model of the human face - around the features of the face, and then connecting them to create the full volume of the head.
For whatever reason, this method made the most sense to me. So I drew up some orthos based on one of my spacemen -

And set to work. Here are the results:



This wireframe view allows you to see the edge loops, which flow from concentric circles around the eyes and mouth:

I worked on this over the course of about four 2.5-hour sessions, so I'm guessing the final model represents between 8-11 hours of work. Hopefully the next head will go faster and have even nicer topology.
SO COOL :D
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