It's like Lego Quake. I like it! You should just keep it like that (colorwise) and make maps to match.
simple head topology:

consider the eyes and the mouth as just concentric rings, The forehead leads down to the corners of the mouth, the 2 cheek polys are filler and the rest of the head is just pulled straight back from that "mask".
The mouth leading to the forehead is not critical. It works for this model but there are plenty of excellent head models that do it a bit different. The concentric circles of the eyes and mouth though, are standard, carved in stone. This is to follow the muscle groups of the face and help with realistic deformity.

The simplest way to do this is to pull the neck straight up to the top of the head then select all the frontal polys and extrude them. Start morphing that shape into something that loooks like a head. Add an edgeloop that goes straight through the center of the eyes horizontally. You should already have an edge that goes through it vertically. Add 2 more edegelopps one above and one below that. Go in vertex mode and delete the vertex that is dead center of the pupil. YOu will have a big hole but you will also have a bunch of edges that once extruded a few times, becomes your concentric eye circles.
The mouth works the same way but you may want to delete more than one vertex. Also note that some of the edges, outside of the eye/mouth territory, will need to be rotated/redirected as your head develops. You will know exactly what I mean when you come to it. Notice the eyes/mouth do not have an edge loop that goes all the way around the head, but to make the eyes/mouth easily you make that edgeloop anyway. This is the redirecting you will have to do once you get the actual face base mesh.
simple head topology:

consider the eyes and the mouth as just concentric rings, The forehead leads down to the corners of the mouth, the 2 cheek polys are filler and the rest of the head is just pulled straight back from that "mask".
The mouth leading to the forehead is not critical. It works for this model but there are plenty of excellent head models that do it a bit different. The concentric circles of the eyes and mouth though, are standard, carved in stone. This is to follow the muscle groups of the face and help with realistic deformity.

The simplest way to do this is to pull the neck straight up to the top of the head then select all the frontal polys and extrude them. Start morphing that shape into something that loooks like a head. Add an edgeloop that goes straight through the center of the eyes horizontally. You should already have an edge that goes through it vertically. Add 2 more edegelopps one above and one below that. Go in vertex mode and delete the vertex that is dead center of the pupil. YOu will have a big hole but you will also have a bunch of edges that once extruded a few times, becomes your concentric eye circles.
The mouth works the same way but you may want to delete more than one vertex. Also note that some of the edges, outside of the eye/mouth territory, will need to be rotated/redirected as your head develops. You will know exactly what I mean when you come to it. Notice the eyes/mouth do not have an edge loop that goes all the way around the head, but to make the eyes/mouth easily you make that edgeloop anyway. This is the redirecting you will have to do once you get the actual face base mesh.
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