Before beginning to model my face, I decided to do research in to what topology actually was and what good topology looks like so that I can then implement this in my own model and get better results than if I were to just watch a tutorial and hope for the best, or worse, just wing it.
Sean Vangorder’s post Face Topology [Breakdown Guide] was incredibly helpful when figuring out what good topology is and learning where the main edge loops of the face should be and how they intersect with eachother to prevent a mas of poles, ngons or tris when modelling.
His tips included starting off low-poly then adding to it in order to keep the model under your control and stop yourself getting lost. It is easier to add to a low poly model than to take away from an incredibly dense model.
Another website which I found incredibly helpful when I began to look at this assignment was Thunder Cloud Studio’s tutorial. This tutorial is broken down in to 7 main sections which go in depth about different aspects of modelling a human face, including common mistakes and how to avoid these.
fineartamerica.com – Anatomy Of Human Face Muscles.
“D’artiste: Character Modeling” – Ballistic Publishing 2005
Something that is highlighted in this guide which is incredibly important to consider when planning the topology of a head model is where the muscles within the face are and how they would crease in real life: areas that crease more (e.g. mouth and eyes) will need more edges in order to allow for this creasing.
Although Athey Nansel-Moravetz’s tutorial is not explicitly for a realistic human face, I found it helpful for planning out where the main masses of the face to plan from are and she reiterated the main tips I have gathered from the rest of my research: Always layout the primary masses first. Eyes, Mouth, Nose-to-mouth loop,and Face loop. Even though you’ll probably tweak and change them later on, laying them out from the start will help you get it right from the start. Add additional loops out from the mouth and eye until they meet. Avoid ngons, tris and minimize poles.