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Primary EdgeLoops

Below are the Primary EdgeLoops that should usually be laid out when building a standard human head, there can be slight variations depending on the style and character of a head, however this very basic diagram should suffice as a start off point in most situations.

loop identities

Notice the blue area labelled Bone is not an EdgeLoop, this is fine as there is not usually much muscular deformation here. Depending on the character there may be much skin wrinkling and sliding, but that can be added later when characterising the head.

During these tutorials I have separated the body into some basic areas, such as head, torso, arms and legs. The process of building each of these areas is the split again into building the Primary EdgeLoop Structure, then controlling secondary PolyFlow and finally characterising with Fine Details.

Fortunately for us, a lot of the main EdgeLoops will be intrinsic to the process of building the model, such as the eye, mouth and nostril cavities and more obvious Looping areas such as around the circumference of Arms and Legs.