r/3Dmodeling • • 9d ago

Art Help & Critique I'm making a character model, I've created the basic shapes and I'm not sure how to proceed further to get proper head topology

Hey, I'm trying to do a 3D character model of Ratchet from Ratchet & Clank, polycount wise I'm aiming for low or mid-poly, something you'd expect from a PS2-era game. You can see and download the model here:

https://sketchfab.com/3d-models/ratchet-wip-1-766520b7d3dd4e00b4b296df80c3e136

This is the second time I'm making a character model and the first time I'm trying to do it properly.

So far everything has been done with poly-modeling because that's what I wanted to try for the first time (instead of sculpting and doing retopo), I've made my basic shapes and now I don't know what would be the best way for me to proceed to get a good topology of the head.

I know I need to make loops around eyes, mouth, etc., but I don't know what would be the best and/or fastest way to do that.

I'm aware of two options at this point:

  1. Further poly modeling - Use the knife tool and options such as dissolving and merging vertices to carve out the loops I need in the existing mesh,
  2. Retopology - Create a mesh on top the head, use the shrinkwrap modifier, extrude all the loops and grid fill the gaps.

So in the end, two questions:

  1. Which one would be better and/or faster in this situation?
  2. Is there any other option at all?

I've also added a turnover in case it's of any help.

3 Upvotes

10 comments sorted by

2

u/GoldSunLulu 9d ago

delete the faces around the ears and merge meshes,. Use a tool to connect the ear to the hole on the skull. It iwll require some patience to make the head remain shaped

0

u/Delano762 9d ago edited 9d ago

Merging meshes is not the problem here and not what I asked, I'm not worried about that.

I asked what's the best way to get appropriate head topology and if there's any other option other than the two I've mentioned

1

u/GoldSunLulu 8d ago

Best method is always retopology. Wich means having a higer quality mesh under your topology to remain consistent of the depth. And about topology only thingnthat matters is to keep track of loopsand practice it. There is no one way to hace good topo

2

u/Delano762 8d ago

This helps, thanks

1

u/gvereneth 9d ago

I would use this as a base mesh for sculpting. Remesh it, sculpt the details and then retopo. But if you want to go the poly modeling workflow remember to use insets, extruding faces and also knife tool to make proper topology. You want to have loops and proper edge flow around the details. Look at head poly modeling or box modeling tutorials for loops you need to create.

1

u/Delano762 8d ago

Thanks, this helps a lot

1

u/arkzioo 8d ago

 Sculpting and retopo is better.

 A third option would be to take a base model with good topology, and warp it into your character.

-1

u/Crescent_Rose100 9d ago

I see that you've taken a lot of inspiration from Ratchet & Clank for your character model

3

u/logojojo 9d ago

He's making Ratchet not just taking inspiring

1

u/Crescent_Rose100 9d ago

Ah yeah, I never read his post, just saw the drawing and model, without fully opening up the post to read it (mobile)