Difference between revisions of "Content Dev:CC Head Body Topology Guide"

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m (Regions of the Eyes)
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==== Regions of the Eyes ====
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=== Regions of the Eyes ===
  
 
[[File:Proper_Topology_Eye.png|right]]
 
[[File:Proper_Topology_Eye.png|right]]
  
===== Brow ridge apex upper and lower =====
+
==== Brow ridge apex upper and lower ====
  
 
These vertices correspond to the upper and lower edges of the brow ridge at the skull. The faces between these vertices define the most prominent part of the brow where it becomes the forehead above, and the under brows/ upper eye socket area below. Whilst it is not a rule, generally speaking eyebrows follow the brow ridge apex to a greater or lesser extent – though depending on the subject being modeled, the eyebrows and hence the resulting textures may be slightly higher or lower, as well as at some angle to the subject’s brow ridge.
 
These vertices correspond to the upper and lower edges of the brow ridge at the skull. The faces between these vertices define the most prominent part of the brow where it becomes the forehead above, and the under brows/ upper eye socket area below. Whilst it is not a rule, generally speaking eyebrows follow the brow ridge apex to a greater or lesser extent – though depending on the subject being modeled, the eyebrows and hence the resulting textures may be slightly higher or lower, as well as at some angle to the subject’s brow ridge.
  
===== Upper eyelid crease =====
+
==== Upper eyelid crease ====
  
 
These vertices correspond to the point at which the under brow area transitions into the upper eyelid – and should be aligned to the subject’s upper eyelid creases.
 
These vertices correspond to the point at which the under brow area transitions into the upper eyelid – and should be aligned to the subject’s upper eyelid creases.
  
===== Eyelid outer and inner rims=====
+
==== Eyelid outer and inner rims ====
  
 
The outer rim vertices correspond to the absolute outer edge of the subject’s eyelids and it’s essential for these to be mapped well to achieve best animation results. The inner eyelid rims should be mapped to the inner edges of the subject’s eyelids – and if necessary given additional depth to more closely match the resulting character’s eyeball surface. These edges can be occluded (placed slightly inside the eyes) if needed to improve animation.
 
The outer rim vertices correspond to the absolute outer edge of the subject’s eyelids and it’s essential for these to be mapped well to achieve best animation results. The inner eyelid rims should be mapped to the inner edges of the subject’s eyelids – and if necessary given additional depth to more closely match the resulting character’s eyeball surface. These edges can be occluded (placed slightly inside the eyes) if needed to improve animation.
  
===== Lower eyelid and eye bag creases=====
+
==== Lower eyelid and eye bag creases ====
  
 
These crease areas are generally less specific than the upper eyelid crease since in many cases these features may not be so prominent on a subject’s face, however they are important to animation and where they cannot be clearly aligned, good interpolation should be maintained.
 
These crease areas are generally less specific than the upper eyelid crease since in many cases these features may not be so prominent on a subject’s face, however they are important to animation and where they cannot be clearly aligned, good interpolation should be maintained.
  
 
==== Regions of the Mouth ====
 
==== Regions of the Mouth ====

Revision as of 02:50, 18 December 2018

Main article: CC Avatar.

Special thanks to Mike Sherwood.

The RL character base model has been developed to be a one-size-fits-all generic approach which allows for modeling and animating both realistic and stylized characters. Apart from the jaw, teeth and eyeballs, facial animation is purely morph driven – and as such it’s important to bear in mind when modeling that if the base mesh interpolation – its existing relative balance – is radically altered – that this can have negative effects on morph interaction. This is not an an issue of shape – it’s about vertex pattern and how, when modeling – it’s important to maintain good balance and the best possible relationship between the modeled mesh and the original base. Not do this – for example, simply to conform the mesh and reposition vertices without reference to the original base can create many issues which will need to be resolved later.

The Face

The ideal way to ensure that mesh balance is retained is to, on a regular basis, morph the modeled CC mesh back to the base to see how the mesh pattern is affected – whether the mesh is becoming overly compressed or overly stretched in places. Particularly, issues will occur where the mesh becomes relatively bunched, stretched and/ or incorrectly occluded at areas such as the mouth corners, lip inner edges, eyelids, eyelids edges and eyelid corners – though issues may also be noticeable in the areas of the eye bags, under brows as well as nasal creases. Please do check these areas regularly throughout the modeling process. As well as checking via morph to base and back, please do test animation (ideally and most quickly via a short test sequence) on a regular basis during modeling as this will help reduce the amount of clean up which may be required later.

Major Regions

This section will cover the major regions of the face which can be further broken down into two subcategories:

Proper Topology Full Head.png
Regions of the Eyes Regions of the Mouth
Brow Ridge Apex
Upper
Lower

Eyelid Crease

Upper
Lower

Eyelid Rim

Outer
Inner

Eye-bag Crease

Nostril Crease

Inner Nostril Ridge

Cheek Inner Crease

Max
Min

Philtrum Ridge

Lips Outer Ridge

Max
Min

Lips Inner Ridge

Regions of the Eyes

Proper Topology Eye.png

Brow ridge apex upper and lower

These vertices correspond to the upper and lower edges of the brow ridge at the skull. The faces between these vertices define the most prominent part of the brow where it becomes the forehead above, and the under brows/ upper eye socket area below. Whilst it is not a rule, generally speaking eyebrows follow the brow ridge apex to a greater or lesser extent – though depending on the subject being modeled, the eyebrows and hence the resulting textures may be slightly higher or lower, as well as at some angle to the subject’s brow ridge.

Upper eyelid crease

These vertices correspond to the point at which the under brow area transitions into the upper eyelid – and should be aligned to the subject’s upper eyelid creases.

Eyelid outer and inner rims

The outer rim vertices correspond to the absolute outer edge of the subject’s eyelids and it’s essential for these to be mapped well to achieve best animation results. The inner eyelid rims should be mapped to the inner edges of the subject’s eyelids – and if necessary given additional depth to more closely match the resulting character’s eyeball surface. These edges can be occluded (placed slightly inside the eyes) if needed to improve animation.

Lower eyelid and eye bag creases

These crease areas are generally less specific than the upper eyelid crease since in many cases these features may not be so prominent on a subject’s face, however they are important to animation and where they cannot be clearly aligned, good interpolation should be maintained.

Regions of the Mouth