View Full Version : WIP: Female head needs critique
wusamah 04-16-2005, 03:48 PM Hi
This is actually my first time to venture in modeling a human female character. Thus I would be very much appreciate some constructive criticism.
Show is my third revision which I began last week. I am not looking to create an ultra realistic human figure (if I achieve that then it's an added bonus.) Right now I am just looking to learn to create a good sense of modeling human faces. Texture will be dealt with later. First I just wanted to show all of you my geometry and ask for comments.
Some of the things that I am not satisfied with are:
There are some visible pinching.
The chin is somewhat not looking right.
The nose, that's one question I'd like to ask, does it really a have sharp edge in the center (which is visible in the rendered version)? I can't tell just by looking at myself.
Are the eyes too large?
Are the eyes too far apart?
And most importantly, she has no character.
With the last point, I meant that she doesn't look unique. I hope you can understand that because it is my major disappointment. She look rather plain without any distinguishable character. Thus my question being how do you add character to your figures?
Images below.
http://uzilite.com/public/images/face_01.jpg
And here's the rendered version:
http://uzilite.com/public/images/natalia01.jpg
As you can see in the rendered version I somehow find the face rather without any character so I'd love to hear your opinions. Also the sharp edge on the nose or perhaps it is the lighting.
Ears and body will come later. At the moment I'd like to just concentrate on the geometry of the face.
Thank you in advance.
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wusamah
04-16-2005, 03:59 PM
When I mention no character I meant to say that the face lacks personality. :)
wusamah
04-18-2005, 09:56 AM
I read 99 views but no comments thus far. I take it my modeling is just so horribly unspeakable. Oh, well, I'll just carry on by talking to myself then.
I've modified the above figure by moving some points. It is interesting how even by translating the points at a small distance the characteristic of the face changes. I also started to use a reference photo which helps built personality I needed.
http://uzilite.com/public/images/Natalia04_WireFrame.jpg
There are still some pinching in the forehead which is quite visible in the render. I still am not quite satisfied with it as if the face is still missing something which I have yet to figure out.
Again, any critiques on the geometry would be greatly appreciated.
Thanks.
TheGreenMachine
04-18-2005, 10:12 AM
wow, very nice....
Cleveland
04-18-2005, 02:23 PM
alright,
this is very good and a little hard to crit. but i'll give a shot.
i tried not to read your self-criticisms so that i am not influenced by them, so forgive me if i duplicate.
the first thing that stands out to me is the nose. i think at the bottom it is too wide. that's not to say that there aren't noses out there like this, just that not with her shape face.
her chin should be a little pointier i think in the side view. it's round too high and just thrusts into her bottom lip. the jaw curves in a minute amount where i think it should curve out a little instead.
you're certainly capable of building her a nice set of ears. so you should. it will make her look more human. just build them out of the mesh, i think.
i am ATM having a terrible time with eyebrows, so i don't have any real advice there, just that they may be a little too thick and render up a tad bushy/blurry/undefined.
i'm not sure what method you used for her eyelashes, but i guess it's a polyplane with a texture? i of course could be wrong. the bottom eyelashes render just fine, the top ones seem to disappear. i was getting fantastic results by duplicating eyelashes along a curve. i use maya. it was some camel-guys method. a little tricky to set up, esp for a newb, but once i got the idea it was way quicker than planes and textures. don't know if that helps.
the skin texture overall looks good, but your keylight is a little to bright and your fill too dark. IMO, unless you're going for a stylized look it makes the texture difficult to read. one thing i'm not sure about, though is under her eye. is that the crease for the bottom eyelid or just plane old bags?
overall splendid. keep the updates coming.
oh and do something about her pupil. looks reflective like a cats eye...
wusamah
04-18-2005, 04:15 PM
Cleveland:
Thanks, those are real helpful points you made. I actually had major trouble building the ear. You are right about the eyelash it is flat polygon with texture. I chose this just so that I don't need to manage to many polys. The crease below her eyes were meant to bags but it does looks like a crease. I am getting pinching all over the places and I am having a difficult time getting rid of it.
Again thanks for the comments.
wusamah
04-20-2005, 10:45 AM
I added ears and scale down the chin and lower jaw as suggested. It does make the character age a bit older than the previous one. Next will be the body. I hope.http://uzilite.com/public/images/Natalia05_WireFrame.jpg
logotomie
04-20-2005, 11:04 AM
nice progress :-) nice mood in the rendering. Dont worry the ears too much yet, its mostly easy to cover mistakes there with DOF(like you do it) or hair. there are still issues with the eye and mouth areas. For eyes, maybe take a look at the eye painting tutorial of Linda Bergkvist
http://www.cgtalk.com/showthread.php?t=227727&highlight=eye+tutorial
for both, mouth and eyes: use more recurve "~"
The ear seems a bit high and far back
wusamah
04-20-2005, 12:01 PM
Thanks for the link. I needed that. I knew there was something amiss but just couldn't figure it out.
wusamah
04-27-2005, 07:43 AM
Alright, up to face version 7. I redid the geometry for the eye socket as suggested. Also the nose and lips. Plus the texture is brand new too. I believe I am ready to call this final and move on to her body.
http://uzilite.com/public/images/Natalia06.jpg
wusamah
04-27-2005, 07:46 AM
Test render version with Hair.
http://uzilite.com/public/images/Miki01.jpg
Another one:
http://uzilite.com/public/images/Miki02.jpg
logotomie
04-27-2005, 07:54 AM
cool progress :-) face works really well :-) next area you might take a closer look on is the connection neck-> body.
p.s. keira kneightley? :-)
wusamah
04-27-2005, 12:03 PM
Logotomie:
Hey, how did you guess it was Keira Knightley? Wow, I am so happy you can see a resemblance. I thought I did very poorly trying to model her. But yes for version 7 I used ms. Knightley as a reference.
logotomie
04-27-2005, 12:57 PM
guess i just won 100 yellow gummy points :-) i guess i know what to look for. keira has a very distinct look which she repeats in a lot of photos, the way she poses her lips, her eyebrows and the way she squints her eyes.
Dervish
04-27-2005, 12:57 PM
great progress, could be a nice before/after pics for a beauty clinic, cant see anything to crit on the face, but like logo said the neck could use some attention
wusamah
05-01-2005, 10:50 AM
I've begun with her body. Looking at it now I think there are problems with the lower part. And something is not quite right with her buttocks although I am unsure. Also, does it look like the body needs more volume. Looking from the side is rather flat.
http://uzilite.com/public/images/body01.jpg
http://uzilite.com/public/images/body02.jpg
Thanks.
wusamah
05-01-2005, 10:54 AM
the wireframe:
http://uzilite.com/public/images/body_wireframe.jpg
Comments and critics are welcom.
Thanks
wusamah
05-03-2005, 10:43 AM
Spun some quads to make adjustment to the shape.
http://uzilite.com/public/images/nbody01.jpg
Hmmm.... noticing just how un-busy this thread is, I could probably post a photo of myself naked and no one would notice. :)
logotomie
05-03-2005, 12:15 PM
I would agree that there are some issues with the waist/pelvis. The most narrow part of the body should be below the ribcage. And the ...i think its called the illiac crest (part of the pelvis) goes more to the front, somtimes it kind of sticks out. this also might fix your buttock problem. The buttocks by the way should go lower then the... vaginal area (mons ?)
(oh god, describing such thing in english is hard :-)
I tried to illustrate it a bit and hope i didnt completely fail.
Anyway, nice to see that you continue to work on her :-)
wusamah
05-04-2005, 06:54 AM
I actually had to look at the dictionary to understand your post. :) But they were very, very helpfull. Thanks!
Matze4d
05-04-2005, 10:47 AM
Hi nice face like it a lot
i think theres an issue with the legs and the pelvis as well
the legs seem to have a kind of rhombic section i would give them some volume on the inside and a more rounder section. Its the same for the Pelvis i guess, when you look at references you will e.g. notice that theres barely anything from the belly and crotch region to see when you look straight from end of the iliac crest to the other which means that the pelvis region has kind of a turned 'u' shape when looked from above.
hope this helps
OptimusDinkus
05-04-2005, 02:26 PM
great stuff, since hair covered the ears, it aint no big deal, otherwise one thing that helps in rounding out forms is making primitive cylanders and sticking them into the mesh, if anypoints sitck through it, or if any dont touch it, then there in the wrong area
LonTree
05-04-2005, 03:46 PM
back of the neck is a little weird, otherwise - GOOD JOB =)
wusamah
05-06-2005, 09:36 AM
Great critiques! I'll post new fixes next week. Thanks for the help!
kromano
05-06-2005, 10:51 AM
I'm better with stylized than I am with life drawing, but I'll share my two bits anyway. With a male character you'd consider his shoulders to be the widest part of his body with his hips and waist being about the narrowest.
A female character's hips should be just a little wider than shoulders. I generally don't like the look of extremely hippy ladies, so I tend to exaggerate the thinness of the waist to make the hips look wider than they usually are.
Given your renders, I'd probably pull her shoulders in a bit more (make them closer together) and give her a slightly more narrow waist. Her legs are also a little long, your arms and legs are pretty close to the same length, if I'm remembering correctly. (I'm hardly a professional, and if anybody knows what I'm saying is wrong, please correct me now before I suggest something that butchers a nice project):
I've spent more time studying cartoons and not enough time studying real humans, so my prefered proportions are probably a little less human than what you're going for in your project. It's looking good so far, you should be able to tweak it up pretty easily.
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