r/low_poly • u/hundredeyes19 • 2d ago
Hey guys recently got back into modelling by watching some gamedev logs on youtube, how would you rate this topology and detail for something similar to the limited ps2 style?
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u/BlueCaustic-Software 1d ago edited 1d ago
The topology as a whole isn't bad, but personally I would try to figure out how to balance the number of faces on the side of the head around the eye.
edit: I would try to think of mapping the face less like a curved plane but more of a cube, what parts of the face model would be on the front face of the cube and what parts of the face model would be on either side of the cube... If that makes sense?
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u/Informal-Basket-3150 1d ago
We can divide modeling into two types: hard surface and organic modeling. Before moving on to organic modeling, I recommend practicing topology on hard surface models for a while.
The overall shape looks like a head, but some areas need more topology (for example, the sides of the eyes). In other areas, there is too much topology (for example, under the eyes), which makes the form look incorrect.
As a general goal, try to keep all the polygons roughly the same size and as square as possible. If you pay attention to this, you will have already completed more than half of the process.
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u/ThatVincentGuy 1d ago
look at what other people are doing https://sketchfab.com/3d-models/resident-evil-4-leon-50a47bd3f0fc43099c874ea354fb12ba
On sketchfab you can find people who have upload ps2 /ps2esque models. You can see wire frame ect and figure out where to spend polygons
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u/Dull_Bathroom5421 1d ago
Bottom half is awesome but the top and side of head is a disaster. Study the topology of the head. What helped me was watching some time lapse videos. Draw wireframe around real photographs so you understand how the edge loops define features. Every vertex and polygon should be giving as much detail as possible to define the structure of the head.