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flamedevil
02-09-2003, 06:04 PM
Hi,
This is my first female head, i work with a ref pics that you can see here : http://www.powerofvisual.com/refpicsfemale.jpg

Here's the model :
http://www.powerofvisual.com/wip_headfemale.jpg

C&C are welcome :wip:

JasonA
02-09-2003, 06:14 PM
Looks pretty good:)

Comparing to your ref picture, I think it needs just a couple of tweaks. The chin seems a little to close to the mouth. There's a sharp pinch on the end of her nose on your model that should probably not be there. The ref pic showsa sort of highlight like it, but I don't think her nose actually has that point. Also, bring out the puff on the outside of her upper eyelids a bit more.

Other than that, looks pretty darn good to me!
:thumbsup:

flamedevil
02-10-2003, 12:56 AM
Thanks Jason, i'm gonna fix these little problems on the next version.

Here is the low poly cage with ref pics ( for comparaison ) :

http://www.powerofvisual.com/wiref.jpg

Temporal
02-10-2003, 02:30 AM
Not a bad piece of work so far, the mesh is quite clean looking, but looking at your reference pictures, the features need to be changed around some before it looks like the picture.

Foremost is the chin and eyes. The chin juts out so far that it gives the head an un-female look to it, and the eyes don't quite match up with the pictures, furthering that unwanted affect.

Also, you might want to find out what is calling that crease in the middle of the cheek, it doesn't throw off the features any, it's just . . . there.
While on the subject of the mesh, it appears as if there is an uneeded amount of polygons around the nose area, giving that part of the mesh a really messy look. Perhaps that's just how appears from that particular perspective in the wirefram view, but if it isn't . . .

Lastly, I'd recommend that you get rid of your reference picture for the side view and find another. The head is turned ever so slightly towards the camera, and if you continue using it, then that will probably throw off your proportions for where the features are to go.

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