3D modeling of organic objects is much more difficult than the creation of geometric elements, and we can see that very easily when we compare the structure needed to represent characters and scenery objects. But the difference does not mean that artists who specialize in modeling geometric elements have less work and is actually a specialty area that ends other than those requiring specific knowledge necessary for modeling organic 3d.
People who are interested in organic modeling end up spending more of their time to the study of anatomy and other details that can make a difference in their projects, and artists of geometric modeling study more the creation and structuring of the models to represent the details of According to technical plans.
If you are still studying 3d modeling and would like to have an idea of how to create a 3D model organic, representing the head of a character in the anime style, the video below will be of great help.
An artist in this video shows the process of creating a head in 3ds Max, using a technique known as time-lapse, in which the video will play at much higher speed than what was used originally.
The 3D model is created based on various cuts made on a basic grid, and will be worked slowly until the end result is the head of a character. The process is interesting, but very dangerous to manage, because this huge amount of cuts eventually ends up giving rise to poles which are not desirable for animation. 3d modeling, the poles are vertices that receive less or more than four edges, indicating the existence of N-Gons. The problem in this case the deformation is carried out on models of the characters who end up not being too soft.
Even with this little problem in the procedure, we can learn a little about organizing topology and use this tutorial as a guide to playing the same character in other software. 3ds Max users should be easier because the entire tutorial uses the tool to create the face, but in other cases should not be too difficult to adapt the techniques, because the polygonal modeling is universal.
ehem~ the video above is mine.... ~_~
Lol, I watched first at the author, than saw the autor, and thought "WTF!?", than saw your comment lol xD
Well in that case, this is a solid model, but I would suggest in future models to take more consideration into your overall topology and attempt to reduce the risk of creating tris or N-gons. Though if necessary tris can be sneaked in to areas that wont receive much deformation (i.e. behind the ears). There are just a few odd loops here that make the topology a little messy. There should be a loop stemming from the bridge of the nose, around the mouth loops, and down to form the chin. The bottom of the chin should then bridge back to form the lower jaw line and extend up and around the ear to form the back of the head. The topology around the mouth and around the eyes however is perfectly fine. Overall a pretty good model, keep it up.
what is N-gons? :P
n-gons are polys with more than 4 sides
I think the edge flow of the model is... quite stress up to say the least. Yet, he does that chin 'cause he's into moe or something like that.
PUTANG-INA!!!
Hey everyone!, This comment ↑ is in "iloko" Dialect or simply in "tagalog" language that is common in the philippines, and it has a bad meaning, very bad and "ina" means "mother". I don't know whats the exact meaning of "puta" or "putang" but "Putang-Ina" is known as "Mother F***er" or "B**ch Mother"
i live in the philippines and the reason why he said this is the video tutorial is very hard to understand or he is completely n00b in 3d modeling.