<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-9172805238061052543</id><updated>2012-09-16T09:25:05.861-07:00</updated><title type='text'>Open Arts</title><subtitle type='html'>Sketching,Modeling,Texturing,Lighting,Animation,Editing,Rigging</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>6</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-1539452665188775872</id><published>2012-04-23T05:46:00.001-07:00</published><updated>2012-04-23T05:46:29.235-07:00</updated><title type='text'>3D-Animation: Speedpainting Workflow.mp4 works of  my friend</title><content type='html'>&lt;a href="http://babboosandy.blogspot.com/2012/04/speedpainting-workflowmp4.html?spref=bl"&gt;3D-Animation: Speedpainting Workflow.mp4&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-1539452665188775872?l=babboosandy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/1539452665188775872/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://babboosandy.blogspot.com/2012/04/3d-animation-speedpainting-workflowmp4.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1539452665188775872'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1539452665188775872'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/2012/04/3d-animation-speedpainting-workflowmp4.html' title='3D-Animation: Speedpainting Workflow.mp4 works of  my friend'/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-760463221864973264</id><published>2012-04-23T05:45:00.001-07:00</published><updated>2012-04-23T05:45:32.156-07:00</updated><title type='text'>Speedpainting Workflow.mp4</title><content type='html'>&lt;iframe allowfullscreen="" frameborder="0" height="344" src="http://www.youtube.com/embed/aa03zH6_fZM?fs=1" width="459"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-760463221864973264?l=babboosandy.blogspot.com' alt='' 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src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/aa03zH6_fZM/default.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-1129519628607407431</id><published>2012-03-16T11:29:00.002-07:00</published><updated>2012-03-16T11:29:33.882-07:00</updated><title type='text'>DreamWorks</title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;b&gt;About DreamWorks Animation&lt;/b&gt;DreamWorks Animation creates  high-quality entertainment, including CG animated feature films,  television specials and series, live entertainment properties and online  virtual worlds, meant for audiences around the world. The Company has  world-class creative talent, a strong and experienced management team  and advanced filmmaking technology and techniques. DreamWorks Animation  has been named one of the "100 Best Companies to Work For" by FORTUNE®  Magazine for four consecutive years. In 2012, DreamWorks Animation ranks  #14 on the list. All of DreamWorks Animation's feature films are now  being produced in 3D. The Company has theatrically released a total of  23 animated feature films, including the franchise properties of &lt;i&gt;Shrek&lt;/i&gt;, &lt;i&gt;&lt;span class="xn-location"&gt;Madagascar&lt;/span&gt;&lt;/i&gt;, &lt;i&gt; &lt;span class="xn-person"&gt;Kung Fu Panda&lt;/span&gt;&lt;/i&gt; and &lt;i&gt;How to Train Your Dragon&lt;/i&gt;.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-1129519628607407431?l=babboosandy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/1129519628607407431/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://babboosandy.blogspot.com/2012/03/dreamworks.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1129519628607407431'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1129519628607407431'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/2012/03/dreamworks.html' title='DreamWorks'/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-1260910322985122796</id><published>2012-03-15T13:00:00.000-07:00</published><updated>2012-03-15T13:00:08.480-07:00</updated><title type='text'></title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;span&gt;&lt;span style="background-color: #e06666;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: x-large;"&gt;&lt;span lang="EN-US" style="mso-bidi-font-size: 12.0pt;"&gt;&lt;span style="mso-bidi-font-size: 12.0pt;"&gt;1-&lt;/span&gt;&lt;a href="" name="introduction"&gt;Introduction&lt;/a&gt;:&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;/span&gt;&lt;/span&gt; &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt; &lt;span lang="EN-US" style="font-family: Arial;"&gt;&lt;span style="color: white;"&gt;Creating believable human face is one of ultimate goals of every 3D artist. The process of creating an average human face is nothing new, however to get the realistic and natural looking we have to make the best out of every step we do: from collecting references, planning before modeling, texturing, rendering...etc. In this essay i will only go into studying the modeling process, i will skip talking         about fundamental basic things such as how to use tools in Maya or step         by step instruction but pay more attention to upper level things&lt;/span&gt;&lt;/span&gt;         &lt;span style="color: white;"&gt;&lt;span lang="EN-US" style="font-family: Arial;"&gt;such         as : work flow, different method in modeling, topology, common mistakes         ...etc all the things that you should put your mind on while modeling to         create a realistic head model.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US" style="font-family: Arial; font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: x-large;"&gt;&lt;span lang="EN-US" style="mso-bidi-font-size: 12.0pt;"&gt;&lt;span style="mso-bidi-font-size: 12.0pt;"&gt;2-&lt;/span&gt;&lt;a href="" name="pre_modeling"&gt;Pre modeling&lt;/a&gt;:&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;Before going into modeling process, i researched at how should we set up references and concept arts as these process have a direct&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;influence&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;on our models later. The most important things in this part is the accuracy and quality of reference photographs or concept arts, if we under estimate or make mistake in this process, we might face problem in modeling when we realize that the model fit with the front view image plane but does not fit with the side view, or there is chance that our model look exactly fit in orthographic view but in perspective view it doesn't look alike the person in reference and this will consume a lot of time to make any changes once we have moved into modeling part.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;If we are  going to take photograph of a real person for references, It is important to take photograph at right angle  or else our model will look wrong and we will have to spend considerable amount  of time to adjust it. we should also take into account of our camera 's focal  length. the longer our focal length is, the better reference photographs we  have. Because the longer our focal length is, the closer our view angle  to orthographic view ( like front view, side view&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;which we base our modeling on). However, in theory we never get a orthographic reference photograph due to distortion of view angle so the models in 3D always look a little bit fatter than the real person, but this can be solved by additional editing in perspective view. The other thing is we should use even lighting because all the detail will be washed out or become hidden with too strong or too low lighting.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;  &lt;img border="0" height="527" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/01_reference_image.jpg" width="600" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&amp;nbsp;Getting reference images into Maya :   &lt;/b&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;We cant get the raw photograph straight from camera into Maya image plane for modeling yet, because of the deviation during photographing process we have to check whether these image are exactly fit with each other or not. we should correct our reference&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;images in Photoshop or any other images processing application.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="639" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/02_reference_image_match.jpg" width="466" /&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt;  &lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;( references images from "ESSENCE: TheFace Modeling and Texturing" - Ballistic Publishing 2007 )&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: x-large;"&gt;&lt;span lang="EN-US" style="mso-bidi-font-size: 12.0pt;"&gt;&lt;span style="mso-bidi-font-size: 12.0pt;"&gt;3-&lt;/span&gt;&lt;a href="" name="edge_planning_&amp;amp;_topology"&gt;Edge planning &amp;amp; Topology:&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US" style="font-size: 18.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 18.0pt; mso-bidi-font-size: 12.0pt;"&gt;&amp;nbsp;&lt;img border="0" height="262" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/03_edge_planning.jpg" width="596" /&gt;  &lt;br /&gt;&lt;/span&gt; &lt;span style="font-size: x-small;"&gt; &lt;span lang="EN-US"&gt;&lt;i&gt;( references images from "ESSENCE: TheFace Modeling and Texturing" - Ballistic Publishing 2007 )&lt;span style="mso-bidi-font-size: 12.0pt;"&gt;  &lt;/span&gt; &lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US" style="font-size: 18.0pt; mso-bidi-font-size: 12.0pt;"&gt;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; we should always plan before modeling or else we will get lost in maze of edge loops or have too many unnecessary faces, triangle or pole ( vertex that shares more than 4 edges ).initially we have to sketch out the main shape of the head then base from that we plan our edge structure. Having good topology&lt;span style="mso-spacerun: yes;"&gt; &lt;/span&gt;for our face model is even more important than other object in 3D.&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span style="font-family: Arial; font-size: small;"&gt;&lt;b&gt;&lt;span lang="EN-US"&gt;Why ?  &lt;/span&gt; &lt;/b&gt;&lt;/span&gt;&lt;span style="font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;   &lt;/span&gt;  &lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; B&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;ecause topology and edge loops play an important part in building up the head volume, characteristic as well as deciding what the head model can do in animation, moreover unlike other parts of character, the head have much more screen time with many close up shots that involve complex facial expression animation. With a good topology, it 's possible for our head model to have realistic expression, if we have messed up topology, our head model cant do a single facial animation and if it can, the expression will look very un-natural.    In addition a nice topology will also make it possible to build the model with less geometry but still look realistic and accurate.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;  &lt;img border="0" height="791" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/04_topology.jpg" width="600" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;  &lt;br /&gt;( &lt;i&gt;&lt;span style="font-size: x-small;"&gt;Top: "Europa" by SoaLee&lt;br /&gt;Bottom: "The Night Elf" by Max Kor )&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; This is an example on how bad topology affects your animation deformer. Due to poor skinning and topology, the polygons at the mouth corner are being sketched as bad as they can.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;img border="0" height="424" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/face04.gif" width="654" /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;With a correct topology we can         achieve a much better result with less poly count.&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;img border="0" height="349" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/open_1.gif" width="400" /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="3.1- Human Face topology "&gt;3.1- Human Face topology&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;b&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; " So what is a correct head topology? how should we know it is good or bad ?   " &lt;/b&gt; &lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt; &lt;br /&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&lt;span style="color: white;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="mso-tab-count: 1;"&gt;         &lt;/span&gt;In order to answer this question we should go back and look at human face anatomy. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;As         you can see, the shape of human head as well as winkles and expressions are formed by muscles and shape of skull, the muscles that create the nasolabial fold is :           &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt;           &lt;table border="0" cellpadding="0" cellspacing="0" height="0" style="width: 1008px;"&gt;&lt;tbody&gt;&lt;tr&gt;               &lt;td width="238"&gt; &lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;- Zygomaticus major and minor,  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;- Levator anguli oris  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;- Depressor anguli oris  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;-Levator Labii  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;- Risorious &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt;               &lt;td width="766"&gt;                 &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="347" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/05_muscle_face.jpg" width="734" /&gt;&lt;br /&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;( Reference images from "D'artiste:&amp;nbsp;                 Character Modeling" - Ballistic Publishing 2005 )&lt;/span&gt;&lt;/i&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;             &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; But these muscles dont help in determining the shape or the topology of the surface or the nasolabial fold but we should know about them as they are the source of what causing emotion.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;table border="0" cellpadding="0" cellspacing="0" height="0" style="width: 888px;"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td width="432"&gt;       &lt;div align="left"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;" how facial muscles work :  &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style="mso-tab-count: 1;"&gt;&lt;span style="color: white;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;imagine a thick sheet of foam rubber lying on a table, with strings attached to its underside. when one or another string is pulled, part of the sheet slides and wrinkles. The strings are invisible to us - all we see is the wrinkle on the surface. To get it exactly right we must study the outside shape of the sheet, possible also the table, but not the strings themselves"       &amp;nbsp;&lt;/span&gt;&lt;/span&gt;       &lt;/div&gt;&lt;div align="left"&gt;&lt;span style="font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;span style="color: white;"&gt;&lt;b&gt;Steven       Stahlberg&lt;/b&gt; - &lt;/span&gt;&lt;span style="color: white;"&gt;"D'artiste:&amp;nbsp;       Character Modeling"&lt;br /&gt;Ballistic Publishing 2005 &lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;     &lt;td width="13"&gt;       &lt;/td&gt;     &lt;td width="441"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="347" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/06_foam.jpg" width="391" /&gt;       &lt;br /&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;( Reference images from "D'artiste:&amp;nbsp; Character       Modeling" - Ballistic Publishing 2005 )&lt;/span&gt;&lt;/i&gt;       &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The foam rubber is the skin surface which our model is, and the strings are muscle, and the table is skull. so we should study the movement and shape of the outside skin not the muscle.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;So we  decide the topology base on the major wrinkles which is formed by  facial muscles. so a good knowledge about muscle and facial anatomy is a bonus  but our head model might not look realistic if we try to plan the edge  structure on exactly every muscles and wrinkles, it would lead to a dead end. it 's better for us to exaggerate the wrinkles on the reference images and build our topology upon that.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="512" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/squint.jpg" width="712" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;( reference images by Steven Stahlberg at &lt;a href="http://www.cgsociety.com/"&gt; www.cgsociety.com&lt;/a&gt;&amp;nbsp; )&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="3.2- Topology:"&gt;3.2- Topology:&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;         &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; This         is a basic example of how should we sketch out our topology on reference         images, we start with the most identical wrinkles then build up         intersected edge flows upon that.&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="410" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/07_red_blue_planning.jpg" width="800" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;( Reference images from         "D'artiste:&amp;nbsp; Character Modeling" - Ballistic Publishing 2005 )&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Since most of human face are about 99 % similar to each other in anatomy, so the  topology would not change dramatically. These are some good and bad examples of face topology I found:&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &lt;img border="0" height="655" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/08_bad_good_topo.jpg" width="973" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; However, we can see that, in those good topology example, each model has a slightly different topology but they still base on the same way of conceptualize.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;span style="color: white; font-family: Times New Roman;"&gt;" Humans are genetically similar to 99.97 percent or something like that. Yes the lines in the face look different, but we all have the same underlying topology, the potential for those lines. It's like lines in the hands of our palms, all slightly different but basically very similar - for instance you'll never see someone with the lines going in the opposite direction, from the thumb to the pinkie."  &lt;/span&gt;&lt;/i&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;span style="color: white;"&gt;&lt;b&gt;Steven Stahlberg&lt;/b&gt; - "D'artiste:&amp;nbsp; Character Modeling"&lt;br /&gt;Ballistic Publishing 2005&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img height="257" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/Realis1.jpg" width="509" /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt; ( reference images by Steven Stahlberg at &lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;a href="http://www.cgsociety.com/"&gt; www.cgsociety.com&lt;/a&gt;&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt; )&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="color: white; font-family: Times New Roman; font-size: small;"&gt; "On the guy, the typical doubled-semi-colon shape that's created by the nasolabial folds as they run into the chin, together with the next wrinkle parallel to it. Almost every single person on the planet shows something quite similar. (Although a few have the nasolabial fold hooking up a bit lower on the chin.)  "&lt;/span&gt;&lt;/i&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;&lt;b&gt; Steven Stahlberg&lt;/b&gt; at &lt;/i&gt;&lt;/span&gt; &lt;/span&gt; &lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;a href="http://www.cgsociety.com/"&gt; www.cgsociety.com&lt;/a&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; It 's also better to know that there is no such looping structure in our human face, as we can see in those reference, breaking our face structure into edge loop is for sufficient and simplification of polygon topology. So that the face's&amp;nbsp; topology in 3D technical term is approximated and there is no absolute single perfect topology for head, it 's depended on our reference and purpose of modeling. &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="3.3- Modeling rules:"&gt;3.3- Modeling rules: &lt;/a&gt; &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;The rule for human face modeling is the same as other objects:&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; -As low res as possible,   &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; - Use quad as much as possible and use triangle when necessary, we should not avoid triangle at all cost because having triangle, despite of the fact that&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;the model might not deform nicely when animated but it will save we unnecessary edge loop and faces.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; - Avoid poles ( where vertex share more than 4 edges, it 's impossible to avoid pole in our model but we should hide these at those area that are less seen in the model because the areas that have pole are not smoothed properly )&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;these are some area that usually have pole and they are acceptable.  &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="348" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/09_pole.jpg" width="500" /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; - polygon should always be as chubby or square, no long thin nor diamond shaped ( some of these are acceptable to form wrinkles )   &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; - the edge direction should not run across form of surface or expression. the worst case is topology running at 45 degrees to the decline curve of the surface. &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="305" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/10_45degree.jpg" width="639" /&gt;&lt;br /&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt; ( Reference images from "D'artiste:&amp;nbsp; Character Modeling" - Ballistic Publishing 2005 )&lt;/span&gt;&lt;/i&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;also an important things is :  &lt;/span&gt;&lt;span style="color: white; font-family: Times New Roman;"&gt;  &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;span style="color: white; font-size: small;"&gt;&lt;span style="font-family: Times New Roman;"&gt;" the most difficult part is finding the balance between having enough detail to achieve what is needed and building as light a model as possible " &lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/i&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;&lt;b&gt; - Francisco A.Cortina&lt;/b&gt; - &lt;span style="color: white; font-family: Arial;"&gt;"D'artiste:&amp;nbsp; Character Modeling" - Ballistic Publishing 2005&lt;/span&gt;.&lt;/span&gt;  &lt;/i&gt; &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The more edge and polygon we have, the more accurate and realistic our model is but the more difficult we can edit it. This apply for both still image and animation. With still image sometime it 's ok but it 's a good practice to keep our model light and low res. If we want to have extra details, the key thing lies in the texture part.: especially normal and displacement map.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial; font-size: x-large;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933;"&gt;4- &lt;/span&gt;&lt;span style="color: #ff9933;"&gt;&lt;a href="" name="modeling"&gt;Modeling&lt;/a&gt;:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;         &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Not as strictly as&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;modeling rules, there are many way of modeling a human face, everyone finds their own a comfortable way to do modeling. These are some method that I have found :&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;a href="" name="4.1- Polygon Modeling: "&gt;4.1-         Polygon Modeling:&amp;nbsp;&lt;/a&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;         Polygon is the most popular, basic, essential&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;and straight forward modeling method. And&amp;nbsp; it varies in different ways :  &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="166" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/11_box_modeling.jpg" width="800" /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt; ( Reference images from Gnomon Workshop tutorial DVD: " Head Modeling in Maya" )&lt;/i&gt;&lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;- &lt;b&gt; Start from a primitive shape &lt;/b&gt; ( cube or sphere...etc) : some people start by modifying primitive basic mesh like cube or sphere. We block out the overall shape of the head first and delete some unnecessary face and edge loop to form a basic topology. after that we start to go into detail by adding more edge and face around area like eye, nose, mouth....etc &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="179" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/12_line_extrude.jpg" width="982" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;( Reference images from Nnso'n: head modeling tutorial at &lt;a href="http://www.3dvn.com/"&gt;www.3dvn.com&lt;/a&gt; )&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;- &lt;b&gt; Start from curve/lines :&lt;/b&gt; some people prefer to draw curves that run along the most identifiable&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;lines of reference images, then edit these lines to form a basic head shape. Then do a extrude command around the lines and start building separated&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;parts of the face then connect them together when done and carry on editing those gap to form a completed face. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &lt;img border="0" height="179" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/13_plane.jpg" width="449" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;b&gt;- From plane :&lt;/b&gt; this method can be consider as the first method i mentioned, we start from a plane and we draw a rough topology on it using split polygon tool or any other drawing edge, cut face tool from plugin. Once we have we basic topology done, we can start pulling the point to form a face that match up with the side view image.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Polygon modeling let us have direct control over edges, faces and vertices, it 's fast and easy to keep track of modeling process however it require a lot of editing work and sometime it does not work efficiently with surface that need high smoothness and accuracy.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;a href="" name="4.2- Sub-D Modeling:"&gt;4.2-         Sub-D Modeling:&lt;/a&gt;&amp;nbsp;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&amp;nbsp;&amp;nbsp; &lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt;&lt;img border="0" height="286" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/14-Sub_d.jpg" width="800" /&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;b&gt; SUB-D&lt;/b&gt; : this can be also called polygon modeling. Not many people choose this method to work with. At the beginning, it is the same as polygon modeling, once we have our basic head model, we can go into detail by sub-divide one more level to have more vertex for editing. we can also go back and forth during the modeling process to edit vertex at different level. the advantage of this method is the hierarchy workflow it allow we to easily edit the vertex at level 0 if we want to change the overall shape of the head while not being confused by the detail that kept in higher level of Subdivide. the other advantage is the low res version of the model doesn't need to be perfect in topology when we go to higher level, all these N-gone will be all quad and smooth without losing any detail. &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;a href="" name="4.3- Nurb Modeling: "&gt;4.3-         Nurb Modeling:&amp;nbsp;&lt;/a&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;img border="0" height="286" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/15_nurb.jpg" width="495" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;b&gt; NURB&lt;/b&gt; : nurb is great for modeling automotives, symmetrical objects and accuracy surfaces but it can be used for head modeling as well as other organic objects. the work flow also depend on how skillful we are with NURB, we can make the whole model from start to end with NURB, but it will be a hard work with all the detail of the model, we will have to plan every surface patches for the details we want to add to the model. the common workflow is we usually make the basic head model in NURB then convert it to polygon, and&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;we can chose ether SUB -D or polygon to go from there.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;a href="" name="4.4- Zbrush/Mudbox Sculpting Modeling:"&gt;4.4-         Zbrush/Mudbox Sculpting Modeling:&lt;/a&gt;&amp;nbsp;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &lt;img border="0" height="552" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/16_zbrush.jpg" width="900" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;+ &lt;b&gt; ZBRUSH / MUDBOX&lt;/b&gt; : an alternative way to modeling a human head is using 3D sculpting software like Zbrush or Mudbox, we can start with Zphere, or any rough head model, then we start sculpting and adding detail to the model. After satisfies with the detail we have added to the model, we can use the retopology tool in Zbrush or resurface it with new topology in maya to create a lighter model but still keep the similar look of our high res model in Zbrush.&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The advantage is&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;we can detail our head model with millions of polygon, also&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;the process of modeling and topology is separated so&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;we can concentrate on one thing at a time, they said " modeling first, topology later!". Moreover from the high res model we can generate normal map, cavity map, displacement map...etc these will help we a lot in texturing work later.&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The disadvantage are : This method take a lot a time, we have to create both super high res model and&amp;nbsp; low res model. In addition we need to have a good sculpting skill in order to sculpt a good high res model with details. But these are only few disadvantage i can find of this method, overall i think it is really good and being used by many people nowadays.   &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Among all the modeling method i mentioned above, i find my self comfortable with the basic polygon modeling which i will use to create the base mesh in Maya and then i will bring it into Zbrush for sculpting and re-topology. Finally i export the lowest level mesh in Zbrush back in to Maya and apply a displacement map &amp;amp; normal map generated in Zbrush to make it look like high res model in Zbrush. &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial; font-size: x-large;"&gt;&lt;span style="color: #ff9933;"&gt;5- &lt;/span&gt;&lt;span style="color: #ff9933;"&gt;&lt;a href="" name="common_mistake_&amp;amp;tips"&gt;Common Mistake &amp;amp; tips&lt;/a&gt;:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;However, despite of what modeling method we use, there are some common mistakes and areas on the face we should watch out.   &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.1- Eye areas "&gt;5.1- Eye areas&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &lt;img border="0" height="162" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/17_eye_good.jpg" width="780" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;Because they often say that eyes are the window of the soul, they are the ultimate important element in 2D painting as well as 3D. Viewers always look at the eyes of character first. it 's the eyes that make the most characteristic out of character's face. So it is never redundant when we spend extra time for the eyes.  &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;span lang="EN-US"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;table border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td valign="top" width="61%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;it       's better to use a sphere as reference to model the eye lids or else they       will look unnatural and intersect with the eyeball. the eye lids are       decided mainly by two curve that formed by upper and lower eyelids. we       should also have an extra edge loop inward to make the thickness of the       eyelids.       &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;     &lt;td valign="middle" width="65%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;       &lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;img border="0" height="286" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/18_sphere_ref.jpg" width="400" /&gt;       &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;table border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td valign="middle" width="61%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;       the eye's canthus should also be modeled or else our eyeball wont fit in       the eye holes some people make eye's canthus separately from the face, but       this will make it look like having dirt in the eye's comer so it 's better       to having everything as one union mesh object.        &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;/td&gt;     &lt;td valign="middle" width="65%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="mso-tab-count: 1;"&gt;&lt;img border="0" height="219" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/19_eyecorner.jpg" width="502" /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;table border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td valign="middle" width="61%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;       The upper eyelid also have to be modeled as well. some people often make mistake when making a absolute edge loop around eye areas, in stead we should have a line go out from the outside eyes corner.       &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;/td&gt;     &lt;td valign="middle" width="65%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="mso-tab-count: 1;"&gt;&lt;img border="0" height="393" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/20_eye_far_corner.jpg" width="476" /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; These small detail seem not to be noticeable&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;from far distance, but in close up scene they make the eyes look much more realistic and soulful.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;   &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.2- Eye Balls "&gt;5.2- Eye Balls&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;table border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td width="50%"&gt;       &lt;div align="left"&gt;&lt;span style="font-family: Arial;"&gt;&lt;img border="0" height="335" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/22_error_eyes.jpg" width="438" /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;       Bad example of 3D eyes&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;tr&gt;     &lt;td width="50%"&gt;       &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="333" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/21_real_eye.jpg" width="724" /&gt;&lt;br /&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;       Real eye photographs&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Many people underrate this part and they only use one single simple sphere for the eye ball, this make the eye look robotic and dollish. Looking at realistic eyeball, we can see that the eyeball look much deeper and glossier. The key is we have to mimic the real anatomy of the human eyeball. the most used method in modeling realistic eyes nowadays is breaking the eye ball into two separate part:  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; - the cornea and the eyeball.  &lt;/b&gt;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; the cornea is like a sphere but more bent forward at the center, and it's transparency with only catch specular, reflection and even refraction.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; -The eye ball is a sphere but sunken inward at the center to form iris.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;This detail modeling can make our model 's eyes believable. &amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="759" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/22_eye.jpg" width="984" /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt; ( Reference images from &lt;b&gt;Nnso'n&lt;/b&gt;: head modeling tutorial at &lt;a href="http://www.3dvn.com/"&gt;www.3dvn.com&lt;/a&gt; )&lt;br /&gt;( Reference images from &lt;b&gt;Maxwagyudi&lt;/b&gt; : Making of Ingrid Bergman&amp;nbsp; )&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="234" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/22_1_a_eye_water.jpg" width="611" /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The water part between the eye lid and eye ball should also be modeled to give more realistic looking of the eyes.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.3- Eye lashes &amp;amp; tear"&gt;5.3-         Eye lashes &amp;amp; tear &lt;/a&gt; &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The important thing is the natural shape of eye slashes. the shade is depended on the many elements of the eye slashes. &lt;/span&gt;&lt;span style="color: white; font-family: Arial; font-size: small;"&gt;  &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;i&gt;&lt;span style="color: white; font-family: Times New Roman; font-size: small;"&gt;" an important thing to remember is to get to correct amount of bunching and randomness in both length and placement. The lower lid's lashes tend to bunch in smaller numbers, while the upper lid's lashes bunch in greater numbers. The small membrane on the inner corner of the eyelids, or the 'caruncula lacrimalis', is one of the most important elements of the eyes." &amp;nbsp;&lt;/span&gt;&lt;/i&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp; &lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;i&gt;- &lt;b&gt;Francisco A.Cortina&lt;/b&gt; - &lt;span style="color: white; font-family: Arial;"&gt;"D'artiste:&amp;nbsp; Character Modeling" - Ballistic Publishing 2005&lt;/span&gt;.&lt;/i&gt;&lt;/span&gt; &lt;/span&gt; &lt;/span&gt;         &lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;img border="0" height="163" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/23_eye_lash.jpg" width="589" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; I see that many people use image plane with eye lashes texture on it. But this will make the eye lash look flat, and not good enough in close-up shot.I do some extra study of different method in making eye lashes. some people use Hair &amp;amp; fur in Maya or Hair plugin to make this, but it 's still not really food for close-up.I find out that the best way to do eye lashes is : polygon eye lashes !. Despite of what method we use but the output should be polygon. Polygon eye lashes have a better look with more depth feeling and cast nicer shadows.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="246" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/24_polygon_eye_lash.jpg" width="600" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; we can use Maya paintFX or third party- plugin to make the eye slashes then convert it to polygon. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;I find myself comfortable with the method of using Maya paintFX hair to model eye lashes then convert it to polygon, this way i can still render the eyelash properly in polygon form while keeping the construct history of PaintFX, i can modify the randomness, the thickness as well as the number of strands ). &amp;nbsp; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;img border="0" height="296" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/25_paint_FX.jpg" width="818" /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Beside, as the number of eye slashes is small ( around roughly 350 strands overall in both side of the face ), converting it to polygon is not a big problem nowadays. If we want to animate without lagging, we can make it invisible since it 's a minor part in animation.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.4- Nose &amp;amp; lips "&gt;5.4-         Nose &amp;amp; lips&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt; &lt;table border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;     &lt;td width="33%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;"       both nose and lips contain some of the most subtle variations in shape on       the faces. As with drawing and sculpting faces, the key is understanding       the planes and angles they flow based one the underlying bones and       muscles."       &amp;nbsp; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial; font-size: x-small;"&gt;&lt;i&gt;-       &lt;b&gt;Francisco A.Cortina&lt;/b&gt; - &lt;span style="color: white; font-family: Arial;"&gt;"D'artiste:&amp;nbsp;       Character Modeling" - Ballistic Publishing 2005&lt;/span&gt;.&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;     &lt;td width="67%"&gt;       &lt;div align="left"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="268" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/26_nose_lip.jpg" width="600" /&gt;       &lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;       ( Reference images from "D'artiste:&amp;nbsp; Character Modeling" - Ballistic Publishing       2005 )&lt;/i&gt;&lt;/span&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;Through researching, I found out some good topology for those areas :&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;img border="0" height="331" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/27_nose_lip_topo.jpg" width="764" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The edge around nose area form a round curve starts from top of the nose and go along ala and terminate at area where Philtrum meet nostrils. The mistake we often have is that edge loop doesn't go around the nose but grid-like edge loop instead, it make the nose look square and big. &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; In the lips area, we should have at least 2 edge loops go out at the lip's corner or else the model's mouth look like being cut. Also, To emphasize the shape of the lips, we should add an extra edge loop around lips areas because without this edge loop&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;when we smooth or subdivide one more level, the lib shape will be smoothed out.&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; In addition we model the head with close mouth but it 's better to have some extra face loop inside the mouse just in case to hide the border edge when character open his mouth. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;img border="0" height="295" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/28_bad_nose_tip.jpg" width="732" /&gt; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.5- Chin "&gt;5.5-       Chin&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;img border="0" height="235" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/29_chin.jpg" width="893" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; At the chin area we should terminate edge that run from above with a square polygons area. This topology will make we adjust the shape of the chin easier or just in case when our character have a double chin. &lt;/span&gt;&lt;/span&gt;&lt;span style="font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white;"&gt;we should also have an edge loop start from chin and terminate at ear, this will form our character 's jaw bone more nicely.  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: medium;"&gt;&lt;b&gt;&lt;a href="" name="5.6- Ears: "&gt;5.6-       Ears:&amp;nbsp;&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="235" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/30_ear.jpg" width="893" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Ear is a very tricky area in the face, it has spiral structure with a lot of detail in, if we are not careful we might end up spending too many polygon for it. what people often do is: they model the ear separately and then adjust its to meet with the head topology, after all they sew the ear with the head model, we may have some triangle around the ear but since the area behind the ear is hardly seen it 's fine. This ear model can be reused for any other models too.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt; &lt;/span&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: large;"&gt;6- &lt;/span&gt; &lt;a href="" name="optimizing"&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: large;"&gt;Optimizing&lt;/span&gt;&lt;/a&gt;&lt;span style="color: #ff9933; font-family: Arial; font-size: large;"&gt;:&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;       It 's essential to keep in mind while modeling that whether our model are suitable       to other process or not.  &lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;We should always review our topology one more time before continue moving to next step to check for unnecessary edge loop, triangles...etc. This will make our work easier later. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;- UV mapping :  &amp;nbsp;&lt;/b&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt; &lt;img border="0" height="316" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/31_sym.jpg" width="600" /&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial;"&gt;&lt;span style="mso-tab-count: 1;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;It is necessary&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;to&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;keep the topology of the model as symmetrical as possible unless we have to model character with half of his face altered. This will help us a lot in UV and texturing whether we do it&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;in Maya or other software.  &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&lt;b&gt;- Animation :&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/b&gt;- Review our topology to check whether our character 's face will have a good deform when doing expression or not. &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt; &lt;span lang="EN-US"&gt;&lt;span style="color: white; font-family: Arial;"&gt;- If our character will talk or open his mouth, we will have to hide the open edge of the inside lips area and model the interior of the mouth as well. &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt; &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;- we also have to put extra edge loop in the upper eye lids area so we will have enough polygon for the eyelid to cover the eye ball when character closes his eyes. &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt; &lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;-Just in case that the character might have frowning or glaring expression, the forehead area will form some wrinkles here. unless if we want to do it by texturing, we can add some extra edge loop here so that we can have enough polygon to make those wrinkles. But this is not really necessary if we dont want such a realistic deform, remove it can help we to have a lighter model.  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="center" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US" style="font-size: 20.0pt; mso-bidi-font-size: 12.0pt;"&gt;&lt;img border="0" height="15" src="http://www.phungdinhdung.org/Studies_paper/face_modeling_images/horizon.gif" width="931" /&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt; &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;  &lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: Arial; font-size: x-large;"&gt;&lt;span style="color: #ff9933;"&gt;6-&lt;/span&gt;&lt;span style="color: #ff9933;"&gt;&lt;a href="" name="conclusion"&gt;Conclusion&lt;/a&gt;:&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;span style="color: white; font-family: Arial;"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Modeling human face is a common topic in 3D graphic. It can be said that face modeling is a simple task, but the most difficult things lie in the harmony of details and shape that make up the unique characteristic and natural of the face. A small change can lead to a vast difference, sometimes it 's difficult to evaluate whether the face look right or wrong, if it looks wrong, which part should be edited ?.A realistic and successful face model will depend much on texture, shader and lighting, however these parts can never be success if they don't have a solid base - the model itself. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-1260910322985122796?l=babboosandy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/1260910322985122796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://babboosandy.blogspot.com/2012/03/1-introduction-creating-believable.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1260910322985122796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/1260910322985122796'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/2012/03/1-introduction-creating-believable.html' title=''/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-3240389749211563401</id><published>2012-03-15T12:39:00.000-07:00</published><updated>2012-03-15T12:39:02.300-07:00</updated><title type='text'></title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;div id="header"&gt;RICHARD WILLIAMS&lt;/div&gt;Richard Williams was the creative mind behind the animation of the worldwide smash success &lt;b&gt;&lt;i&gt;Who Framed Roger Rabbit&lt;/i&gt;&lt;/b&gt;  for which he won two Oscars. He directed and designed Roger and Jessica  Rabbit, Baby Herman and all the new characters for the Walt  Disney/Steven Spielberg blockbuster.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.theanimatorssurvivalkit.com/images/bio_richard_with_book.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://www.theanimatorssurvivalkit.com/images/bio_richard_with_book.jpg" width="155" /&gt;&lt;/a&gt;&lt;/div&gt;British based Williams has won &lt;b&gt;&lt;i&gt;3 Oscars, 3 British Academy Awards&lt;/i&gt;&lt;/b&gt; and over &lt;b&gt;&lt;i&gt;250 other international awards&lt;/i&gt;&lt;/b&gt;.&lt;br /&gt;Richard Williams' current project is a 16-DVD boxed set which brings  together his legendary Masterclasses with his best-selling book to  create &lt;b&gt;&lt;i&gt;The Animator’s Survival Kit – Animated&lt;/i&gt;&lt;/b&gt;. This has over 400 specially animated examples intercut with his 4 day Masterclass filmed at &lt;b&gt;&lt;i&gt;Blue Sky Studios&lt;/i&gt;&lt;/b&gt; in New York.&lt;br /&gt;Richard Williams has a 50 year career in animation which includes &lt;b&gt;&lt;i&gt;The Return of the Pink Panther&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;The Pink Panther Strikes Again&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;What's New Pussycat&lt;/i&gt;&lt;/b&gt;, the James Bond &lt;b&gt;&lt;i&gt;Casino Royale&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;The Charge of the Light Brigade&lt;/i&gt;&lt;/b&gt;, and Oscar winning &lt;b&gt;&lt;i&gt;A Christmas Carol&lt;/i&gt;&lt;/b&gt;.&lt;br /&gt;In the 1990's he gave the &lt;b&gt;&lt;i&gt;Richard Williams' Animation Masterclasses&lt;/i&gt;&lt;/b&gt; around the world to participants from studios such as &lt;b&gt;&lt;i&gt;Disney&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;Pixar&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;ILM&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;Dreamworks/PDI&lt;/i&gt;&lt;/b&gt; and &lt;b&gt;&lt;i&gt;Warner Bros&lt;/i&gt;&lt;/b&gt; followed by the best-selling &lt;b&gt;&lt;i&gt;The Animators Survival Kit&lt;/i&gt;&lt;/b&gt; (2001).&lt;br /&gt;During his more than 50 years in the business Williams has been one  of the true innovators and serves as the link between the Golden Age of  animation by hand and the new computer animation successes. Perhaps even  more important has been his dedication to passing along his knowledge  to a new generation of animators so that they in turn can push the  medium in new directions.&lt;br /&gt;&lt;div class="quote"&gt;‘Absolute animation genius’&lt;br /&gt;LOS ANGELES TIMES&lt;/div&gt;&lt;div class="quote"&gt;‘Arguably the best animator working in the field today’&lt;br /&gt;HOLLYWOOD REPORTER&lt;/div&gt;&lt;div class="quote"&gt;Voted by peers as ‘The Animator’s Animator’&lt;br /&gt;OBSERVER&lt;/div&gt;&lt;div class="quote"&gt;‘The only "genius" genius to come along in animation in years ... probably one of the most respected draftsmen in the world.’&lt;br /&gt;LOS ANGELES TV TIMES&lt;/div&gt;&lt;div style="border-color: black; border-style: solid; border-width: 1px; padding: 4px;"&gt;&lt;div style="font-size: 120%; font-weight: bold; text-align: center;"&gt;Awards&lt;/div&gt;Richard Williams has &lt;b&gt;OVER 250 INTERNATIONAL AWARDS&lt;/b&gt; (Average of one award every month over 25 years) including:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.theanimatorssurvivalkit.com/images/bio_young.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="196" src="http://www.theanimatorssurvivalkit.com/images/bio_young.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;OSCAR&lt;/i&gt;&lt;/b&gt;: Special Academy Award 1989, &lt;b&gt;&lt;i&gt;Who Framed Roger Rabbit&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;OSCAR&lt;/i&gt;&lt;/b&gt;: Academy Award - Special Effects 1989, &lt;b&gt;&lt;i&gt;Who Framed Roger Rabbit&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;OSCAR&lt;/i&gt;&lt;/b&gt;: Academy Award 1972, &lt;b&gt;&lt;i&gt;A Christmas Carol&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;BRITISH ACADEMY AWARD&lt;/i&gt;&lt;/b&gt;: Special Achievements 1989, &lt;b&gt;&lt;i&gt;Who Framed Roger Rabbit&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;EVENING STANDARD SPECIAL AWARD&lt;/i&gt;&lt;/b&gt;: Distinguished Contribution to British Cinema 1989, &lt;b&gt;&lt;i&gt;Who Framed Roger Rabbit&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;BRITISH ACADEMY AWARD&lt;/i&gt;&lt;/b&gt;: 1958, &lt;b&gt;&lt;i&gt;The Little Island&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;EMMY AWARD&lt;/i&gt;&lt;/b&gt;: 1982, &lt;b&gt;&lt;i&gt;Ziggy's Gift&lt;/i&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;i&gt;WINSOR McCAY AWARD&lt;/i&gt;&lt;/b&gt;: 1984, Distinguished Contribution to the Art of Animation "Annie"&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-3240389749211563401?l=babboosandy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/3240389749211563401/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://babboosandy.blogspot.com/2012/03/richard-williams-richard-williams-was.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/3240389749211563401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/3240389749211563401'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/2012/03/richard-williams-richard-williams-was.html' title=''/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9172805238061052543.post-2572038448202196474</id><published>2012-03-15T11:54:00.004-07:00</published><updated>2012-03-15T11:54:41.036-07:00</updated><title type='text'></title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;a href="http://www.justdisney.com/animation/animation.html"&gt;http://www.justdisney.com/animation/animation.html&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9172805238061052543-2572038448202196474?l=babboosandy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://babboosandy.blogspot.com/feeds/2572038448202196474/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://babboosandy.blogspot.com/2012/03/httpwww.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/2572038448202196474'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9172805238061052543/posts/default/2572038448202196474'/><link rel='alternate' type='text/html' href='http://babboosandy.blogspot.com/2012/03/httpwww.html' title=''/><author><name>sandilyan</name><uri>http://www.blogger.com/profile/08927970493272990393</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://3.bp.blogspot.com/-hY46j7fWWmA/T2EBJQnacDI/AAAAAAAAAFg/xlXFA6fnbt4/s220/Image3058.jpg'/></author><thr:total>0</thr:total><georss:featurename>Light House, Chennai, Tamil Nadu</georss:featurename><georss:point>13.045285 80.276886</georss:point><georss:box>13.0375505 80.2670155 13.0530195 80.28675650000001</georss:box></entry></feed>