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Subtle lumpy topology!

johnkilick
Explorer

Subtle lumpy topology!

johnkilick
Explorer
Explorer

Hey everyone!

 

I've been struggling with some very subtle lumpy topology on my character.

 

Things I've tried:

  • Sculpt smooth it with both sculpting options (Not changing its shape/changing its shape)
  • Relaxing the mesh with quad draw
  • Selecting edges and "Edit Edge Flow"

I do think I would benefit from cleaning the topology up a bit, especially at those pinch points. But a lot of the stuff I've been trying just doesn't seem to be working. Especially near the hairline where the topology is supposed to be straight forward, yet it still clumps and lumps there.

 

Any advice would be greatly appreciated!

 

Untitled-2.jpg

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hamsterHamster
Advisor
Advisor
Accepted solution

The edge flow in the picture is quite messy i.e. irrelevant forking and spiraling. And it backfires.

hamsterHamster_0-1637598131845.png

Relaxing simply won't work for those, will create concave and convex areas.

Let's assume you have 100 divisions at the neck circumference, then try to keep those same 100 for the head circumference too, or make some edges dedicated for forking.

Are you going to use SmoothPoly display, or will stay in current resolution? For the former, the mesh is already too dense, could have been one-third of that, which could be easier to manage, smoother.

hamsterHamster_1-1637599985396.png

I would have gotten rid of those red loops and redistribute evenly the remaining, re-flow the blue ones. Won't extrapolate further from images alone.

Wiser would have been to re-build entire head from scratch starting from a single pCube.

 


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johnkilick
Explorer
Explorer
Thanks for the images. I'll give that a shot and try to rework the topology.
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