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kypo9
11-18-2003, 05:28 PM
hey people, working on improving my human head making skills, so i'm trying this time to get it as realistic as possible, i want to constrict it still to game limition poly and texture wise,

i haven't finished it yet so don't worry, i have yet to start modeling the mouth and noise and for head and chin plus alot of tweaking.

has any one got any clues on what engines support lots and lots of polys on there characters? i know HL2 is some thing like 3000 max possibly 4000 but that may be pushing it. not sure about doom 3 or the far cry and deux 2 engines.


any way 2 pics of progress so far

http://websites.cable.ntl.com/~david.nicholson6/facematt.jpg

http://websites.cable.ntl.com/~david.nicholson6/facemet.jpg

Nostradamus
11-18-2003, 05:50 PM
Looks really good
How many polys for the head?
I think those eyes might be a taaad too round :)
and the area below his mouth looks really flat, and his forehead might be a tad too big...

keep it up!

kypo9
11-18-2003, 06:31 PM
to round? how do u mean? eyes r round, unless......

yeah i agree with the forehead and the chin but i haven't started on them yet,

the head is some thing stupid like 3000 polys :o but the neck is only 200 so i will need to optimise the crap out of it when i get the features modeled and at the correct scale.

cheers mate

twindragon
11-18-2003, 08:45 PM
I think he means there is too many polys in the actual eyeballs. Its too detailed. I think his chin is too long and thin it looks like he is puckering his lips or something.

RmachucaA
11-19-2003, 12:28 AM
Main models for HL2 have 7000-8000 triangles, most of them on the face.

SammyB
11-19-2003, 11:15 AM
Character models in Deus Ex 2 are going to have about 3500 polys. However with the normal maps they *look* almost double that.

CGmonkey
11-19-2003, 12:21 PM
Originally posted by SammyB
Character models in Deus Ex 2 are going to have about 3500 polys. However with the normal maps they almost double that.

Normal maps doesn't add any geometry to the model!

kypo9
11-19-2003, 06:27 PM
7000 wow thats alot, if its 7000 then thats not gonna be a push at all. hopefully have an update tomorrow of the face, if i can push my self to sit down and finish it.

SammyB
11-20-2003, 01:09 PM
Originally posted by CgMonkey
Normal maps doesn't add any geometry to the model! I know that, It was a typo. I left out the word "look". ;)

kypo9
11-20-2003, 04:40 PM
hey, quick update, changed to nose now and optimised the eyes so that the head and the eyes now come to 1380 polys in total, try and finish the lips and the chin next.

http://websites.cable.ntl.com/~david.nicholson6/face%203-1.jpg

http://websites.cable.ntl.com/~david.nicholson6/face%203-2.jpg

on the second one, there is some weird shadowing going on across the nose, any ideas on why that would be, i thought they were faces that i made by accident casting shadows but i can't see any thing there.

theres 3 lights in the scene one with raytrace shadows.

kypo9
11-20-2003, 04:46 PM
thought i would post some wire frame shots as well.

http://websites.cable.ntl.com/~david.nicholson6/wire.jpg

http://websites.cable.ntl.com/~david.nicholson6/wire2.jpg

http://websites.cable.ntl.com/~david.nicholson6/wire%203.jpg

Inchoatos
11-21-2003, 04:48 AM
well, i would say you are murderin the poly count with the eyeballs, they all heavy. i would bring it down and then texture the refraction and reflection. unless of course you dont mind a high count. i would say all in all the model looks well done.
one thing tho
>the nose seems to flare sharply near the end, i would make it a little less skinny and transfer a few polies from the neck to the actual head. from seeing the wire, i see that it is way boxy compared to the rest of the head, like a 2000 poly model (full body) against a 4000 poly model. just need to equalize your use of polies. keep it up!

kypo9
11-26-2003, 05:46 PM
some small tweaks made now, hopefully gonna start modeling the hair or perhaps the diffuse layer on the skin. polys still 1475.

http://websites.cable.ntl.com/~david.nicholson6/head%20l1.jpg

http://websites.cable.ntl.com/~david.nicholson6/head%20l2.jpg

http://websites.cable.ntl.com/~david.nicholson6/head%20l3.jpg

AdamAtomic
11-26-2003, 06:37 PM
the eyes look too far up on the head to me - they should be right on or barely above the equator of the head. I think if you move them down and adjust the rest of the facial features to compensate it will be a big improvement - keep it up!!

kypo9
11-26-2003, 07:50 PM
hhhhmmm i never realised that before. i think changing the height has changed what the over all character of the face looks like so i did 3, going from original to the low positioning of the keys (right to left). let us know what sort of level you think is correct. http://websites.cable.ntl.com/~david.nicholson6/head%20eyel.jpg

Jonny Bubonic
11-26-2003, 08:53 PM
Hi....that's a big improvement (sorry to butt in). The first and second faces from the left both look sort of right, but I think you need to give him temples as the top of the skull looks a bit too rounded. The head is much more boxy than spherical normally, with definate planes to the skull. Also, I think the chin is a bit too prominent...take it in a bit, and possibly fatten up the part between his cheekbone and chin. Another minor point is the distance between the septum (nostril divider :) ) and the upper lip...it seems a little long at the moment.
Finally, could you give him some ears, even just placeholders, and post a profile view in shaded form please. There are a few other things to mention, but wait I'll wait 'til you're happy with the proportions first.

kypo9
11-26-2003, 08:59 PM
bloody hell thats alot to tweak, well theres alot for me to play about with now so hopefully an update by tomorrow

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