PDA

View Full Version : First Character Head


James1
01-22-2003, 10:55 AM
Hi,

Here's my first character head (have to say I feel really pleased with it so far! :) )

Any comments/critisms greatly appreciated. :)

Thanks,

James

Obraxis
01-22-2003, 12:21 PM
For a first head, that looks really good! :thumbsup:

But lets ee some more views ;)

MVP
01-22-2003, 01:13 PM
Much better than I could do ( I have trouble with heads) so purely from an aesthetic pov it looks like the mouth is maybe a bit stretched and the nose a bit pinched. Other than that I like it, especially the orange eyes.:thumbsup:

James1
01-22-2003, 02:56 PM
Obraxis: Thanks :thumbsup:. more poses below >>

MVP: Thanks - certainly needs bit more tweaking, was having a bit of trouble with the nose! And needs maybe a more defined filtrum for the upper lip? Orangeness: Yeah I was messing around with the colours and orange eyes seemed nice and striking! :)

Here are some more viewing angles:

James1
01-22-2003, 03:00 PM
more views >>>

James1
02-12-2003, 06:47 PM
changed the mouth, nose, eye colour(!) and made some textures.
probly needs lots more work - any comments??

anyone know good hair tutorials - maybe nurbs, or cloth simulation, or paint effects? :wip:

I've looked at Stahlbergs skin tut, but I can't quite figure out how to get that to work? anyone know? :shrug:

cheers,

James




(love these little smilies :) heh)

FallenSwordsman
02-12-2003, 07:13 PM
Hi James

The most obvious thing I noticed with your head (well not YOUR head, but your head model) is that the forehead is too vertical. It needs to curve round more toward the top. The ear seems to have been glued on and looks a bit out of place to the rest of the head as well. It doesn't have the same shade of grey to it which might be part of the problem. Also if you feel your own ear, you'll notice an awful lot of back of head behind it which hasn't been reflected in the model. I like the eyes though although the brow ridge could come over the eyes a bit more. Sorry for all the criticisms - heads can be tremendously difficult even if some people make them seem effortless. The mouth is very well done and so is the general shape and proportions.

Don't let my critiques get you down though - they're meant as help and this is a really good job you've done for a first head - my first head was absolutely laughable - all angles and bizarre bits sticking out all over the place which shouldn't have been there.

Overall - good first attempt!:)

Jboy
02-12-2003, 07:28 PM
One thing about your head I noticed: The shape of the skull is not correct in the forehead area. Someone above hinted at it, but I think I know the problem. A real skull has a ridge above the eyes, where the eyebrows are, called the supraorbital ridge. A little above that and centered right in the middle of the forehead is a broad flat indentation called the glabella. On your model where this indentation should be, I see it protruding out in stead, and the brow ridge should be out a touch more (or a lot more, depending on how you want the face to look). Hope that helps a little.

Jeff

James1
02-12-2003, 09:24 PM
FallenSwordsman: hey, you're from Kent - me too!! :)

Thanks for the replies guys.

I just realised, I should have posted some more different angles of the updated head, this one here in colour is an update of the grayscale ones I posted a few days ago.
(these go with the front view colour pic, but show modelling a bit better)

I think you are right about the greyscale head.

let me know about these, or if it still looks a bit out or wrong:

- I have set the eyes back into the skull more (which is easier to see from the side), which also gives slightly more brow ( the original grey head model didn't have either a brow or set-in eyes which i realised looked quite weird! hehe)

- changed the forehead, slightly less steep at the top now

- Coloured in the back of the head ( I hadn't textured all of the grey head so you couldn't see the bit behind the ears) - I'm not sure if this is still enough head behind the ears, though? or is the jaw too long?



I'm wondering if I need to make these changes more obvious though? what do you reckon? I think if I look at some artwork for too long it becomes hard to tell :surprised


Thanks,

James

Obraxis
02-12-2003, 09:31 PM
Hey man - looking better, though i would advise you to look at the cheek bones as they are a little strange.

:thumbsup:

James1
02-12-2003, 10:28 PM
Here's a 3 quarter view.

Ob: cheers, yeah you are right about the cheekbones. They were way off in the grey version, but still look odd. I think they go up a bit to high near the side of the eye?

I think the ears still look stuck on a bit :) They actually were stuck on, cos I made nurbs ears then stitched them onto my subd head because my computer was slowing down too much to make it all in one. Subds are great but after a while they're really slloowwww. All the UVs are messed up too now, which also makes the ears look more plasticy, with stretched textures, dunno what to do about this. Anyone else know about mixing together nurbs and subds in maya? (i did convert the nurbs to subd first before attaching)

Not quite sure how to stop light streaming out of the nose and mouth hehe :) The nose actually has nostrils with the insides closed off somewhere, so i don't know why this happens??


James

FallenSwordsman
02-13-2003, 06:41 AM
Hi James

Small world isn't it. This is looking a whole lot better now although the picture is a bit teeny weeny to really see detail. I think you've already mentioned what I would have next mentioned - the jawline being too deep set. If you think of the real jawbone on the human skull, for the most part it houses the lower row of teeth plus a bit at the end to act as a joint with the rest of the skull. Also the distance between the corner of the eye and the ear isn't that great (I've got some measurements for all of these things somewhere!) so yeh, just bring the end of the jawline forward a bit and same with the ear.

If you're ever confused about your pictures because you've been staring at them for so long - just take a break and go for a walk then come back and usually with fresh eyes, you can see what needs to be done.

As I say - looking a whole lot better! Good effort! :)

James1
04-07-2003, 05:41 PM
havn't posted for a while! I have made some more changes to the head :) Still looking for a good way to do the hair, if anyone has any ideas please let me know,

Cheers,

James

James1
04-07-2003, 05:42 PM
here's a profile shot:

FallenSwordsman
04-08-2003, 07:19 AM
Its been a while since I saw this head - good to know you're still working on it rather than given up completely. Hair sort of depends on what resources and program you have available. Most packages have some kind of hair feature either as a plug in or included in the main program. Lightwave, for example has sasquatch as a plug-in or sas-lite as an inbuilt feature. So it depends in part on what you're using and if you have got a hair rendering system at your disposal.

She's looking a lot better with a skin texture to her. If you're looking for areas to maybe work on - I think her nostril wings seem a little too petite at the moment - they're hardly noticable at all from the front view as the nose tapers straight into the nostrils without the lumps - difficult area to do though so you might want to leave it and see if you can get on with the hair.

Best of luck with it.

Troub
04-08-2003, 07:29 AM
first head???
really nice progress:thumbsup:

FrizzyCube
04-08-2003, 10:48 AM
Wow much much better than my first head. :hmm:

Looks like I'm gonna have to try harder now. LOL

Thank you for the good inspiration. :D

allenatl
04-14-2003, 01:32 PM
Hair tutorial. Lightwave, but probably translates well to other software.

http://www.newtek.com/products/lightwave/tutorials/modeling/hair/index.html

James1
04-25-2003, 06:20 PM
Hi,

Thanks for all the positive feedback! :D

allenatl: that's a good tut, the final pic on that page looks amazing!

I'm using Maya so I thought I'd start by trying out making the hair with Paint effects, though I havn't quite figured that one out yet. Then I went with the tutorial you mentioned, which is pretty good, using nurbs patches (and I think this looks better than my first p/fx attempt)

Here's the result below:

all c&c welcome,

cheers :beer:

James

allenatl
04-25-2003, 07:06 PM
Good start on the hair.
My first few attempts using that tutorial weren't too good but each time it got better. One change that I made was splitting the
initial box down the center. This doubled the segments but made it
a lot easier to shape larger hair polygons to match the shape of the head.

__________________________________________
Not quite there yet, but here's a recent hair sample:
http://allenatl.home.mindspring.com/wip43b.jpg

GuGOZO
04-25-2003, 10:01 PM
I'm working on my first head model too... And I'm finding out how that is myself. And you model really great, but I think your mapping still needs to improve.
The maps (all of them) should be bigger so that the anti-alias won't blur them, and by the way the skin looks just a little bit too shiny. The ears look a little bit detached from the rest of the head, and I think they should have a little bit (not much) of translucency, if you have 3d max 5 (or above), or some good rendering plug-in that shouldn't be a big problem.
Besides that everything is looking real fine... great job! And don't give up on that head model, it should turn out really great! :thumbsup:

CGTalk Moderation
01-14-2006, 05:00 AM
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.