Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
I was wondering if you could critique this human head for me, It mainly the mouth that's been bugging me. The model is meant to be some what stylized but I still feel as if there's something wrong (minus the missing ear) I have attached both the wired version and the none wireframed version.
I think what you have going on so far is going okay. The four sided 'tri' at the brow is a no no in my opinion. I would lose it and just move the loop you have in the middle of the eye along a bit more as those loops are a bit close together, you can then run those extra edges on the nose up to the top of the head and terminate those up there as they will be out of the way. Have a look on our topology thread for some hints and stuff for characters and meshing. Theres plenty there.
With regard to stylised characters, its all about balance and making the proportions work. Looking at your work here, I would say get some manga refs as to me it reflects that style. also just have a look at Pixar characters, despite proportions and different scales in anatomy, they are always balanced and always work regardless. At the end of the day, your observation skills as an artist will see you through, plus a little help from people with fresh eyes. Not all comments and crit will be to your liking but hey, thats part of learning to take the rough with the smooth as they say -it happens to us all at every level.
edit: Mouth wise its difficult to say...Its dependant on what you are looking for. Its certainly not flat and looking stuck on to the face, it seems to be going around the face in a curved manner...
Thank you very much I have taken a look and hopefully it looks a lot better in the next upload, which Ill show once I get the ear done the most awkward of areas in my opinion.
Im starting to see any crit as useful well at least if I can take something from it.
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