View Full Version : White Witch Head Model
09-20-2006, 06:45 PM
I'm taking organic modeling this semester and this is my first real character model. I think I should be about done with the base mesh, I still need to UV Map and will probably do some refining and ZBrush, if time allows I'd love to texture her as well.
Please feel free to tear it apart, I'm specifically looking for comments on the topology and the resemblance to the real actress.
Note that in my side reference she's leaning forward, I modeled it this way and then adjusted it to a more neutral pose. Modeled the first half in Maya, second half in Silo 2.
09-20-2006, 06:54 PM
Bring those cheekbones in. And she has a far more prominent chin/jaw than that. Good start, keep going.
09-20-2006, 11:00 PM
Thanks for the comments Squash-n-Stretch, I may smooth out the cheekbones a little later, but I want to keep them prominent for a little while longer, in a lot of the reference I have she's got fairly distinct cheekbones and in some it seems a bit softer. I did work on the chin and the jaw, good suggestion, I think it helped a lot.
Besides the chin/jaw I also worked on the nose and eye areas as well as detailing the ear a little more and adjusting the neck and head to be straighter and more neutral.
09-20-2006, 11:48 PM
My favourite in the movie :). Model looks a lot better but I'm not sure about the ears.
Looks like you're off to a good start! :) Based on the ref photo you posted, I would have to agree that the cheekbones are a bit too prominent on your model. As for the ear, you might look in an anatomy book, it is hard for me to think of how to explain what should be changed but I will try:
On the backside of the ear at the top, it looks like the ear slopes evenly back to the head. Instead, the back of the ear should bend back out before sloping back to the head, making a concave surface. I hope that made sense! :hmm:
Around the ear opening there should be two prominent protrusions which partially cover the opening. One from the front and one from below.
Don't forget the dimple in the bottom of her nose.
The orbital socket looks too sharp, especially on the outside of the eye. It looks like a sharp wedge protruding. This bone should be thicker and FAR less prominent.
It looks like you may have modelled the eyes flat across the head. In fact, they should curve around the face like the other features. This means that the outer corner of the eye should be further toward the back of the head than the inner corner.
I would feel bad to post so many crits, but you requested it and personally I appreciate the same! Keep going! :)
09-21-2006, 05:56 PM
tintin50, thanks for the encouragement. Yeah, looks like the ears are going to need a pretty fair bit of more work.
M31, you are awesome, thanks so much for all your comments, I definitely appreciate the help! I'll get an update up this evening after classes.
09-21-2006, 07:07 PM
I would bring the mouth up a tiny bit on the face. Also there is a weird crease on the outer side of her eye. Keep going!
09-22-2006, 03:19 PM
Here's the latest update I've been working, the only major changes is to the ear, which I have completely changed from before. Lots of displacement painting in Silo. I think I'm getting a lot closer with it.
Here's the best shot of her ear that I've found and have been using for reference.
09-22-2006, 08:41 PM
Here's my latest, I think I'm pretty well done with the shape and finishing of the head. I need to build a mouth still, but otherwise I think it's close to ready to be UV Mapped and ZBrushed. However, if you still see things that should be improved I'd greatly appreciate your criticism and suggestions.
The only things I'm still not too sure about are the neck and, particularly, the forehead.
09-22-2006, 10:55 PM
Its definatly a good start, but I think you need to look at more anatomy images. I have done a quick search and failed to find a good side on photo of Tilda Swinton :( but heres a quick drawn over image of how I think you could improve your model, I hope you dont mind:
On an average face the ear stops in line with the eye. Where the top of the neck meets the bottom of the skull I think you could define the skull shape a bit more. A forhead normally slopes back from the eyes rather than straight up and I would also probably raise the nose higher on the face.
Also, just having a quick look at your front view, the corners of the mouth normally end in line with each pupil. Now obviously every face is different and these may not all apply to Tilda Winton, but I thought id try to be helpful :)
Keep going, looking good!
09-23-2006, 09:50 PM
Wow Seven, thanks for such a thorough response and the paint over. I knew something was really wrong last night, you really helped me get a lot closer.
I went back and tried to re-adjust my side image plain and draw out where I thought things should go. I looked at a lot of anatomy and image references, but if it still looks off I'll adjust it:
The best other close-to-side reference is:
Here's where I currently am:
Still feeling like the side view looks too masculine, any recommendations?
09-24-2006, 04:29 AM
Ran into some problems getting the displacements into Maya & Zbrush since you can't export a displacement or normal map out of Silo 2 yet. I refined/froze the model at the high resolution and brought it into ZBrush and did a few Reconstruct Subdivisions until it got to the base resolution. From there I UV mapped it in Maya and brought it back into ZBrush. I'll ZBrush it tomorrow and if I have time maybe texture it or maybe built a mouth and eyes. Neither of which are required but I'd like to do anyway. Our next assignment will be to model a body and then clothes so assuming this turns out well and my instructor let's me model a body and clothes for her I will have two completed characters by the end of the semester.
09-25-2006, 05:45 AM
Hey hows it going with the model, its looking good so far I would look at the reference seven has provided, I feel you can tweak it alot more and get it right.
09-25-2006, 07:02 AM
It's going fairly well, I've had a steep learning curve on ZBrush, but I'm starting to get the hang of it. I'll post an update sometime in the next couple of hours. Thanks!
09-26-2006, 11:32 PM
Well, I turned in the assignment yesterday and then I got some sleep after working all night Sunday evening. Things went well and my instructor seemed really happy with it. I was not able to get it back into Maya after ZBrushing, Maya/Mental Ray wouldn't accept and of the displacement files I exported from ZBrush. I was able to convert the images to a .mat file that Mental Ray liked but for some reason it always crunched it down from 16/32 bit to 8, which caused awful banding. Almost everyone else had problems getting them to work in Maya as well so my instructor said he'll figure it out and get back to us. I'll still probably work on it myself as well, I followed the pipeline specified by the ZBrush Wiki, but I could have made a mistake somewhere along the line.
So here's my update, screenshots from ZBrush:
My next two assignments are to model a body and clothes respectable, so I'm going to continue working with her to try and finish this model off. Aside from that, I'd like to rework the eyes, do better fine detail in ZBrush (the pores and such), texture it and get it working in Maya. I'd also love to model the mouth and maybe work on my own eyes (my professor provided us with the one I used earlier).
Like always, I appreciate any comments or crits, you guys were amazingly helpful getting me this far and I wouldn't have done nearly as good without your help!
09-26-2006, 11:32 PM
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