View Full Version : Head Study
Hiyas!
This is gonna be a thread where I can stick my head projects in for crits ;)
Ok, Here's a head I've been working on for a while now (but very ON/OFF tho). I'm pretty happy with the face atm, which is where I've mostly been working on (I've neglected the other areas a bit... the ears are too high atm, and the overall shape of the head outside of the face needs tweeking...). ;)
***
Also, Plz note that all texture maps currently used are *temporary* and just for reference...
-The texture on the face is currently a planar projection from a photo that has had everything airbrushed out except for lips and eyebrows and bit of the hairline. The lips still has the original lighting it in however, but I'll fix that soon too ;)
-The texture on the eyeball is just a planar projection on a sphere, and is from a pic of FF Aki's eye....
***
http://users.bigpond.net.au/sequel/ceql/Head_ver_05aJI.jpg
[edit: The other, unrelated head model was removed, I'll get to that at a later time...]
Any comments welcome ;)
|
|
some wires...
http://users.bigpond.net.au/sequel/ceql/wires.jpg
Everything outside the face needs to be cleaned up... hmm any crits on the current topology would be great, too!
yes, i like your head very much...
the ear isnīt right but also mentioned it...
a think makes me crazy:
u have too much vertexes
you probably get the same result with the half of it
work on :thumbsup:
FallenSwordsman
03-15-2003, 05:08 PM
The general topology of the face looks okay to me, its just the bits around the face that seem to have gone a bit pear-shaped. The neck for example seems to have polygons arranged a bit haphazardly and sticking out all over the place. Same with the mesh just behind the eye going toward the ear - it just becomes very messy in this area.
Would like to see how this progresses!
tzmtn2
03-15-2003, 06:15 PM
i agree with Xaya & FallenS
and i think u should work some more on the topology around
the ear so that it will be built only from squres
i especially liked the eyes and nose
i think u should work on the mouth edg too
it looks a bit pointy
:thumbsup:
thanks for your replies ;)
Xaya: Thanks, I've been trying to reduce the amount of edges / clean up topology the last few days... I'm comfy with the amount of vertices on the face at the momment (the wire from post2), but I'll try and reduce them where I can ;)
here's an older version version before the clean ups:
(Way too dense, doh :p)
http://users.bigpond.net.au/sequel/ceql/wires-OLD.jpg
^older ver
FallenSwordsman: I'll get around to fixing the areas outside the face in the following few days ;)
the neck especially is pretty wonky right now, mostly from me accidentally selecting stuff when I'd forget to turn backface culling culling on ;) I'll get definetely get around to fixing that in the next few days! and around the ear too ;)
tzmtn2: The ear is generally built from quads, but it's mostly the area around it that is hapazard atm! I'll fix that soon! Which part of the lips look pointy, btw? (Do you mean that the upper edge of the lips looks a bit hard?)
I'll get around to making the fixes in the next update!
Nicool
03-15-2003, 10:36 PM
It's a good work man:thumbsup: You've no anatomic problem but, your mesh isn't right!
You should try to organise the mesh as the muscles are oriented. It's better for morphing animation and to manage easly your shape (i'm serious).
:beer:
Nicool: Thanks for your comments... does anything in particular stand out as wrong? I've been trying to take some clues from the Topology thread (http://www.cgtalk.com/showthread.php?s=&threadid=38469) and am slowly making changes, but I need to know if I'm doing it right ;) (hmmm /me might go and see if I can nag sum ppl from there to come and help me too, hopefully ;))
Ok, here's an update and attempt to clean up the mesh...
http://users.bigpond.net.au/sequel/ceql/W_temp3_JI_NFU.jpg
http://users.bigpond.net.au/sequel/ceql/WFS_temp3_ji_NFU.gif
[edit: ears are still a bit too high tho :p]
and some test renders:
(head looks about the same tho)
http://users.bigpond.net.au/sequel/ceql/F_Temp3_JI_NFU.jpg
http://users.bigpond.net.au/sequel/ceql/temp3_JI_NFU.jpg
Hmmm, uni is starting to pick up speed again, too much stuff due at once (doh!).... so updates might get a little slow, but I'll do what I can! please, I'd appreciate any crits/comments (esp on the topology)!
Thanks!
gnarlycranium
03-18-2003, 06:46 AM
Topology still seems much denser than you really need, but that's just me... you can team up with crazy dense-mesh people like ThirdEye. :D It's laid out totally cool though!
Now just git that durned texture offit, boy! :annoyed: Can't for the life of me tell what it really looks like with that thing on there. Something is definitely going on wrong with her lips, but I dunno what.
Question-- is it supposed to look like anybody in particular? That texture-thingie looks rather like a tweaked photo. Some looks at yer reference could help us go in the right direction. :cool:
That's turning into a very beautiful face. Keep it up!
FallenSwordsman
03-18-2003, 07:12 AM
Well even if it does look the same, the mesh is a lot cleaner than it was and this will mean editing will be simplified. Plus you've sorted out the crazy neck thing. One thing I am a bit concerned about is in the perspective view the back of the head doesn't seem to go back enough. There deosn't seem to be as much head behind the ear as there should be - try tweaking that and see what it looks like, it might just be my dodgy eyes and weird sense of perspective thats doing it!
The bottom lip doesn't seem to curve right either - if you look at the line of where the bottom lip meets the top lip, the bottom lip should curve a bit more rather than being a dead straight line like you have here. I think this is quite noticable in the renders too.
Happy tweaking!
Thanks for your replies!
mmm I'm gonna get around to implementing the changes suggested by Lunatique in the topology thread (http://www.cgtalk.com/showthread.php?s=&postid=465868#post465868 / http://www.enchanted.prohosting.com/temp/ceql-fix.jpg
thnx Luna!! :)) as soon as I get this week's lectures/tuts out of the way!
Gnarly Cranium: Thanks!! :)
I like meshes a little dense, as long as it works out okay when I SubDiv it :) Altho, The lips area is definetely too heavy, but it's definetely gonna get improved in the next update!
I originally used this image (http://users.bigpond.net.au/sequel/reference/mw006.jpg) of Magdalena Wrobel as my front image plane, but the head is tilted down in the photo (and I wasn't aware of the problems of this when I first started... doh! Ahhh I wish I had ur great guide then! ;)), so later I used this image (http://www.fineart.sk/heads/jojo.jpg) of Milla Jovovich to try and compensate the tilt a little...
I'm not so much trying to get a likeness though, as I didn't get around to setting up a profile image plane during the modeling of the face ;)
tomb: Thank you!! :bounce: :)
FallenSwordsman: Thanks! :) You're right, there's definetely something funny about the back of the head! I'll attempt to fix it the in the next update! Also, good point about the lips... I'll try rounding em off! Thanks!
The lips part of the texture still retains the original lighting from the photo... I forgot to brush that bit out, I'll fix it soon!
DAbuel
03-18-2003, 02:34 PM
Nice Head.. I would say that you should have a lower Mesh vs. of the Head because if you were going to make morph targets it is easier for you to take the lower vs and Manipulate the Verts for the diffrent targets.. and I would Make the center seam straight and attach the mirror Version... other than that I Like the Layout of the Verts ! Great Job!!!!!:buttrock: :thumbsup:
-------------------------------------
Check out my Head (http://www.cgtalk.com/showthread.php?s=&threadid=50299)
Thnx Dabuel! ;)
Ok!! Big update! (well, imho anywayz :p) Overall, it's a huge improvement over the last version! Thnx to everyone who contributed with suggestions/encouragements! :D
I've implemented most of the Luna suggestions (thnx big time Lunatique!! :beer: ), including fixing the back of the head, the size and shape of the lips, and most vitally, the edge loop arrangement around the mouth area. (There's still a few to go tho ;))
Anywayz, having made the changes, I saw more things I needed to change, and so I have edited the cheeckbones, reduced the size of the eye region, and done alot of very slight changes around the place. Plus, I airbrushed the lighting out of the lips portion of the temporary texture, finally :p
Ok, I've also made a quick expression to test out the edgeloops.
unfortunately, I'm totally new to modeling expressions, but please tell me if the mesh is looking like it has potential for a wide range of expressions ;)
[edit: image removed, as I do not have ftp control of that old webspace anymore since I changed ISPs! :)]
road to hell
03-29-2003, 03:08 PM
Very good topology, its very clean :beer:
Threedeemer
03-30-2003, 12:33 AM
That is one seriously pretty face your modeling there. :buttrock:
Even untextured it looks good. Hope to see some more updates.
thnx road to hell and Threedeemer! ;)
Hopefully I'll finish, eventually... I'd like to get to texturing one day :) The problem is that whenever I make a series of changes that work out okay, I think I'm happy with it and it's finished, but then it's only a while later that I see something else I need to edit, doh! :p
More notes about last update: I forgot to mention I implemented all the changes suggested by FAllenSwords man also ;) And also the fixing of the jaw line as said by Luna ;) The mesh had been cleaned up slighty around the lips area due to these changes, as it was a bit heavy (as suggested by virtually everyone :p). I'll try and make more reductions where I can!
I'll be back with more updates later! :D (Uni work creeping up again :p)
CGTalk Moderation
01-14-2006, 03:00 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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.