View Full Version : WIP woman head
phobos 02-26-2003, 04:19 PM Here is the wip woman head I'm making. It's still in progress so it needs a lot of correction like the edges of the lips and other stuff. But I would really appreciate it if you could comment on my work. Thanks in advance
http://users.otenet.gr/~jim08088/Alexiafront.jpg
http://users.otenet.gr/~jim08088/Alexiaperspect.jpg
http://users.otenet.gr/~jim08088/Alexiaperspect2.jpg
http://users.otenet.gr/~jim08088/Alexiaright.jpg
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ThirdEye
02-26-2003, 04:23 PM
quite malish so far, show us the unsmoothed wireframe tho, it will be easier to give you any advice ;)
phobos
02-26-2003, 04:34 PM
here are some wireframes as requested
http://users.otenet.gr/~jim08088/Alexiawire1.jpg
http://users.otenet.gr/~jim08088/Alexiawire2.jpg
http://users.otenet.gr/~jim08088/alexiawire3.jpg
http://users.otenet.gr/~jim08088/alexiawire5.jpg
http://users.otenet.gr/~jim08088/alexiawire6.jpg
ThirdEye
02-26-2003, 04:45 PM
the wires are not bad, forehead needs to be a bit higher, mouth needs refining, so do the eyelid edgeloops. Cheeks are wrong and nose is too big and malish. The chin is too wide. The proportions are almost ok. Keep up the good work ;)
Your edge loops are interrupted at the cheek - just below the eye - but is easily fixed. Same goes for the chin (- which is a bit wide as 3rdEye pointed out.) I think the nose is ok when compared to the reference pic. Keep at it!
Per-Anders
02-26-2003, 05:05 PM
the problem mostly comes around the jaw line, when looking front on, the bits coming out in the shadow are in fact at the back of the jaw, the cheeks pinch in more in that area. (currently it looks like she's holding something in her cheeks), so just bring those bumps backwards to teh back of the jaw.
the cheek beneath the eye is in fact a little more sallow on the model than you've made for her (what you've done is more of an "ideal" child like look.
the chin itself needs to be a little less square, and more pointed, (with a small dimple as your model has).
anyhow, good work, keep at it, it just needs a few tweaks to really get it looking far more feminine.
phobos
02-26-2003, 05:30 PM
Thanks for your helpful comments. I'll make the changes hopefully today so you can all see the results
phobos
02-26-2003, 09:00 PM
Some small updates
Waiting for your comments
http://users.otenet.gr/~jim08088/betteralex.jpg
http://users.otenet.gr/~jim08088/betteralex2.jpg
http://users.otenet.gr/~jim08088/betteralex3.jpg
http://users.otenet.gr/~jim08088/betteralex4.jpg
And this picture here is a very ugly angle for my model. I can't understand why it looks SOOOO much different than the others
http://users.otenet.gr/~jim08088/betteralexwhy.jpg
ThirdEye
02-26-2003, 09:10 PM
Because your camera distors everything, increase your focal lenght
phobos
02-26-2003, 09:12 PM
Do you feel the changes are o.k ?
ThirdEye
02-26-2003, 09:14 PM
It's better than the other one for sure, keep working on the mouth tho
phobos
02-26-2003, 09:23 PM
I'll post it in the work in progress thread also just to get some more opinions. I'm really upset cause I've been working on this model in many many hours and the result is mediocre to say the least. I think I'm reaching my maximum possibilities here...
ThirdEye
02-26-2003, 09:24 PM
Don't give up, i usually need a week of hard work to model a good head.
flingster
02-26-2003, 11:07 PM
hey phobos i had a play for hours messing with a head first time off course and it ain't half as good as what you posted...believe me...from what i read...people generally take three or four attempts before they even get anything worth looking at....so stick with it bud. i agree with other comments about male look to her...nose biggish....imho...dunno if youve already seen but there has been a great thread on cgtalk about topology which was very useful to even if just to see other peoples work.
keep it up:thumbsup:
I think the problems you have with your model is caused by too many polys. Polys that do not help define form - like on the cheeks of your model. Trying to smoothen such a mesh is a LOT of work and the vertex pulling will drive you nuts at some point.
I`ve attached wireshots from some of my work in progress. I donīt want you to compare the models as such (which is impossible anyway), - just want to point out a way to shape a model with less polys. Hope this will be helpful in some way.
AdamT
02-27-2003, 12:05 AM
I think the head's looking pretty good. Keep at it! Only freaks like ThirdEye produce first-class heads the first time out of the box. :D
ThirdEye
02-27-2003, 12:16 AM
:p :p :p :p :p
ThirdEye
02-27-2003, 12:17 AM
wait for the second Adam, it's nearly finished, i only have to find the time to work on it when i finish a couple exams at university. Luckily we have R8 at uni ;)
phobos
02-27-2003, 05:43 AM
Pit maybe I should cut polygons horizontally on the cheek area. The rows of polygons for the cheek I think is o.k. The horizontal number of polygons is too much I think. So I'll do some changes and post them here soon.
Well, you canīt have one without the other, so itīs rather a question of how you loop/arrange the polys. On the side of the cheek you have straight rows of polys that do nothing to describe form. Let them circle towards the ear - hard to describe ..... I painted it out for you on your mesh, but with the 20k limit you wonīt be able to see it. As mentioned before there are some trouble areas below the eye at the cheekbone and below the mouth. The nostrils - did you extrude inner there? Post a wire of your progress.
Anyhow, donīt give up on it - youīre on your way!
phobos
02-27-2003, 11:48 AM
I tried to solve the edge loop on the eye but I just can't think how to make it flow correctly and maintaining 4 sided polys. Any ideas?
One other problem I have is with the back of the head. I just don't know an easy way to drag the points to make a spherical back. I'm just pulling points. Is there a more sophisticated way??
Anyway here are the wires of the improved model.
I got rid of the row of the polygons that didn't work correctly on the side of the face.
http://users.otenet.gr/~jim08088/newalex1.jpg
http://users.otenet.gr/~jim08088/newalex2.jpg
If you have some suggestions about the edge loops please feel free to draw upon my model. If you can't post it email it to me. I think you can see my email at my profile but anyway here it is.
dkatsafouros@mac.com
phobos
02-27-2003, 12:39 PM
A small update on the eyes and a render with soft shadows.
http://users.otenet.gr/~jim08088/Wipsoft.jpg
AdamT
02-27-2003, 03:48 PM
First off, don't get totally maniacal about eliminating every single tri in your mesh. If it doesn't cause smoothing artifacts and it doesn't interfere with animation, don't sweat it. Second, check out this amazing thread: http://www.cgtalk.com/showthread.php?s=&threadid=38469
Some of the best modeleres in the world post pics showing their base heads and edge loops. Much to be learned there.
phobos
02-28-2003, 01:36 PM
Made some HUGE adjustments on the mesh. The ege loops now are much much much better. Made also adjustments on the eyes on the mouth and on the nose also. Here are some pics.
http://users.otenet.gr/~jim08088/Wiprendered4.jpg
http://users.otenet.gr/~jim08088/Wipwire4.jpg
http://users.otenet.gr/~jim08088/Wiprightwire.jpg
http://users.otenet.gr/~jim08088/Wipright.jpg
http://users.otenet.gr/~jim08088/Wiprenderedfront.jpg
http://users.otenet.gr/~jim08088/Wipfrontwire.jpg
Much better! The side of the nose - at the nostrils - still needs some tweaking. It seems you have extruded that part - IMO itīs too big. Other than that great progress!
AdamT
02-28-2003, 02:52 PM
Good progress. I agree with Pit's comment about the nostril. Also, I think the bridge of the nose should be sharper as it approaches the brows--more of a triangular shape in cross-section.
gginther
02-28-2003, 02:58 PM
you might try this: go to Objects:Library and put the Human Meg (or whatever it's called) model in your scene. Delete all but the head polys and then do a side-by-side comparison with your model. Sometimes it helps to see how others work and get a frame of reference for contruction technique & general head proportions. Plus it's little easier to compare at all angles since sometimes the front & profile photos don't quite give all the info.
don't quit!
Gray
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