View Full Version : character: self-portrait
01-09-2004, 11:00 PM
I just handed in this uni assignment. We got our pictures taken and then had to model and texture our head based on them.
(created in 3ds max 5.1)
... more views:
The hair, face, eyes and body are all separate meshes. We only had to texture the head, but I think I might try and texture the body as well before I put this in my portfolio... I'm also thinking the eyes could be better.
Anyway, comments/suggestions welcome....
01-09-2004, 11:07 PM
Hm.. well I think this shows why models made from photo references often look odd.. it's because of the photos that eyes often get too near the edges of the face and the models get big noses.. it's because of the perspective distortion of the cameras. Try taking the picture from 20 meters away with a zoomlens and notice the huge difference.. those pictures will be better reference materials than shots made from a few meters.
Don't get me wrong, it's not a bad model, but it has some issues.
01-09-2004, 11:52 PM
Dunno... it was created from both a front and side photo. I would imagine that cancels out most distortion problems. It's definitely not exactly accurate... the lips don't look quite right and as I said the texture on the eyes could use work, but beyond that it does pretty much look like me.
01-10-2004, 09:23 AM
i like it, though it kinda reminds me of a game model. obviously its the hair & something about the skin, though textured very well, still seems flat. what texture channels are you using? it looks like just the color channel, giving it a max payne feel.
at least you've got the uv mapping down, from there on out it's just a matter of tweaking your channels.
01-10-2004, 11:36 AM
Yeah, it's just the colour channel. I tried doing a specular map but I couldn't get it to look right within the amount of time I had so I dropped it entirely. Also didn't get around to a bump map...
Two more things I'll probably try and experiment with before I put this up on my site.
01-17-2006, 03:00 AM
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