View Full Version : realistic head
05-02-2005, 05:43 AM
been working on this for a day or so. curious to see what anyone else thinks...going for realism. is currently 1150 tris.
05-02-2005, 07:24 AM
So far it looks ok.
The ears are way too small, though. Also, the nose needs more definition at the bottom. The "bag" part under the eye is too defined - its almost identicle to the eyelid skin on top. Hope that helps.
05-02-2005, 09:44 AM
I really like how this is turning out..especially as you are going for the realism, it looks like a solid start :thumbsup:...looking forward to seeing more...
05-03-2005, 01:38 AM
k, here's an update from y texturing....man, I really need to get better...still looks too soft. he's still got seams under his jaw, and no lips or eyeborws...and the eyes are temprary...mainly focusing on the skin right now...
It's looking very nice with the texture applied. It may just be that you haven't added the eyebrows yet, but it seem to me that the brow could use some more shading. You said that the eyes are temp, but I'd check out pimm's eye tutorial cause it's got some great tips for eye textures: http://www.poopinmymouth.com/process/eyes/eyes.htm
It's shaping up very nicely, and I can't wait to see more.
05-03-2005, 02:07 AM
it looks like you've got a pretty uniform color on there. I would add some color variation in there. One trick that I use on all my faces whether they'er painted or photo refed is to creat a layer in photoshop that has the noise filter applied then apply a small guassian blur then messing with various oppacity levels. It helps create some variation as well as the illusion of pores.
05-03-2005, 06:55 AM
it's funny you mention that, as I was at pimm's site today, looking at his hair tutorial for ideas, and glanced at the eye one. and I'll look at the brow shading more with the eyebrows on...it may seem more apparent then.
I always add a bit of noise and sharpen at the end of textures....they look so flat otherwise, so I'll try that...I was trying other ways to get pores without success...and looking at it again here on the web, there's a lot less color variation than I had previously thought...as there is some in there....I've just made it TOO subtle.
05-03-2005, 11:11 AM
Cool...the texture adds a lot more to this now on this update, some things I would suggest also would be to add some wrinkles around they eyes, stress lines on the forehead, also where you got shading along his jaw I would add pores or stubble cos' at the moment his skin is just too soft looking, and also add some subtle pink hues to the skin as the texture looks a little flat, once you feel happy with the surface skin texture, I usually add an additional layer of white and decrease the opacity to form the highlights to the skin, btw what I mean is to roughly paint on where you would want to place highlights and then decrease the opacity on either normal, soft light, hard light or luminosity etc...but it's context sensitive to what your underlying layers are tho'...so it could be of help to you....all the same looking good....
05-03-2005, 10:57 PM
nearing completion, just seeing if anyone else has ideas I've not thought of, or any more crits, which are very welcomehttp://18.104.22.168/confracto/atlas03.jpg
05-03-2005, 11:04 PM
nice looking model, the texturing is getting really good on it. i do think the hair texture kinda lets the rest of it down. i know how hard it is to paint hair on a model so i think you did a great job so far. maybe use a a photo to get the hair looking better....anyway just some thoughts keep it up.
05-03-2005, 11:10 PM
I think you should tweak the model as far as the lips are concerned, they are kind of funky. They look really thin and smooshed together.
05-04-2005, 08:34 AM
But why quads not tris ??? btw nice model and texturing!
05-04-2005, 08:45 AM
Hey dude, all this is based on trying to get it to look more real.
Like the others, I think the hair needs more work. Have you thought about using extra polys to give the hair some layering and depth? Don't forget to look at references.
Also, try and soften the blend from beard stubble to the skin of the chin, near the corners of the mouth. I think the stubble would be darker and patchier (rather than a layer with a noise filter applied), given the particular colour of the hair. Also, references.
Whilst I'm in that area, the lips could probably do with a bit of darkening. REFERENCES! :P
Have you thought about baking some nice sss in there too?
05-04-2005, 08:46 AM
I find quads are a bit easier to work with for creating proper edge loops. I always turn all my faces, and I usually trianglulate everything when it's done. fixed the lips up...still not sure what to improve on the hair.
05-04-2005, 08:51 AM
Have a look at some of Katherine Dinger's hair work for some ultra realism. She's got some tutorials over at 3D total on painting digital hair.
I think the hair is what's most lacking on your model, and once that's fixed, it'll look awesome.
05-04-2005, 09:19 AM
The updates are getting there, but I do agree with recent comments in regards to the hair, something you could do is to maybe decrease the harshness of the hairline, almost as if it needs to be softened...maybe try using the eraser on a very low setting and also look at the size of the hair strands aswell, as they are quite bold, the skin texture is getting there but _______g made some good comments, I would also decrease the highlighting some more...keep up the good work:thumbsup:
05-04-2005, 06:16 PM
right now, the hair strands are usually less than a pixel wide, so I'm having a hard time making them small without it looking like smudge. this is a single 256x256 I'm working on.
thx for all the help so far tho! gonna see if I can get this thing finished today.
05-04-2005, 06:48 PM
is there a body?
05-04-2005, 08:03 PM
no, there's no body...and right now, I'm not really intending one....though that may change in the future.
05-04-2005, 09:41 PM
once again, an update...totally redid the hair.
05-04-2005, 09:41 PM
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