PDA

View Full Version : Normal mapped head


baaah888
07-15-2005, 11:54 AM
Ok this is a project I was working on to understand normal mapping a little better,

Im probably not gonna be working on it again for a good few months. but thought i best get back into the habit of posting my work here on cgtalk since all ive done is lurk here for the last year.

(IF the images go down in the next week its cause im changing my Web hosting)

http://www.tompickard.com/FYP/FYPHNM01.jpghttp://www.tompickard.com/FYP/FYPHNM02.jpghttp://www.tompickard.com/FYP/FYPHNM03.jpghttp://www.tompickard.com/FYP/FYPHNM04.jpghttp://www.tompickard.com/FYP/FYPHNM05.jpg

Also heres a few of the images from the high poly model the normals were made from

http://www.tompickard.com/FYP/FYPDheads.jpghttp://www.tompickard.com/FYP/FYPWhead.jpg
http://www.tompickard.com/FYP/FYPWhand.jpg

Hope you like it, Any questions about the normal mapping, or any sugestions of course welcome.

MAX 7, Was all hand modelled, did the high poly model then reduced the polygon by hand to get the low poly model.... (~i have learnt that this is the most boreing technique ever never reduce the high poly model to get the low. either start with the low, or build a low poly from scratch,)

rob-beddall
07-15-2005, 02:19 PM
hey!!

firstly, what's with the "ultra wide" pics heh :)
the normal mapping looks fine, you have no artifacts etc.
it would be good to see it with a proper skin texure on.
sorry if you have already done the skin texture but it looks like just a plain colout.
the ears look really nice from the side view, but a little flat from the front. (perhaps this is just the way it's lit)
the thing that stands out is that his head looks a little short.
his eyes seem to be too near the top, not enough forehead.
but if you modelled from reference then i guess that's the way it is.
i like the topology of the face. you got some nice "flow" there.
all in all a nice piece.

cheers!!

EricChadwick
07-15-2005, 02:28 PM
Looks good!

If you ever come back to this, or create another head, might I suggest spending more time on the natural flow of the high-res model? In general your model seems a bit too "stiff" and unnatural, but it seems like you have the skills to get a more natural look if you spent some more time studying human form. It almost looks like you worked without using a specific person's head as reference, it has that look of generic-ness about it. Almost there, but not quite. Well as they say, the last 10% requires 90% more effort.

Darren Pattenden has a great tutorial about modeling a head in high-res.
http://home.comcast.net/~dpattenden/hi_poly_tut.htm

baaah888
07-15-2005, 04:24 PM
hey!!

firstly, what's with the "ultra wide" pics heh :)
the normal mapping looks fine, you have no artifacts etc.
it would be good to see it with a proper skin texure on.
sorry if you have already done the skin texture but it looks like just a plain colout.
the ears look really nice from the side view, but a little flat from the front. (perhaps this is just the way it's lit)
the thing that stands out is that his head looks a little short.
his eyes seem to be too near the top, not enough forehead.
but if you modelled from reference then i guess that's the way it is.
i like the topology of the face. you got some nice "flow" there.
all in all a nice piece.

cheers!!


Thanks, yeah i'll give you a quick run down...

Its modelled from 1 single person, straight photo refrences, front and side,

The ear on the low poly was actually used a test point for this project, I wanted to see how low poly I could make an area that overlaps and is complex. So the low poly models ear is litterally a plane with the normals on. So now i have a better understanding of the level of detail i can eliminate.

The texture, well like you said one colour, Its just a max material colour. I was just focusing on the Normals for this project.



If you ever come back to this, or create another head, might I suggest spending more time on the natural flow of the high-res model? In general your model seems a bit too "stiff" and unnatural, but it seems like you have the skills to get a more natural look if you spent some more time studying human form. It almost looks like you worked without using a specific person's head as reference, it has that look of generic-ness about it. Almost there, but not quite. Well as they say, the last 10% requires 90% more effort.

Yeah im probably not gonna come back to this head, Ive got a Head modelling project scheduled in after i finish my current cgchat entry. I want to make 4 heads of varying ages and 2 men 2 women. and i want them normal mapped and textured.

as for using references, I used one guy, just i took a little creative liberty making him a little more defined and thinner. the eyes nose lips ears general head shapes pretty exact, just the defenition in the forehead, cheeks and jaw that changed.

I can see what you mean by stiff looking model, I think that sort of evolved from the fact i knew the face wasn't going to be animated. (followed by tight deadlines and need to learn normal mapping quickly to write about it.)

CGTalk Moderation
07-15-2005, 04:24 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.