View Full Version : Portrait : My girlfriend
Psotek 04-18-2003, 02:50 AM Hey all,
I recently started on modeling my girlfriends head in max. I started off creating a spline cage, converting it into a editable mesh, and working from there.
Here are some very early screen captures.
Any suggestions would be appreciated.
Bartek
http://members.shaw.ca/neokowski/angela_front.jpg
http://members.shaw.ca/neokowski/angela_side.jpg
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arungowtham
04-18-2003, 08:50 AM
good start man keep going,
i know even if i don't say,
it will keep going since the
ref is ur girlfriend,
he he,
cheer's
arungowtham.
rjstarr
04-18-2003, 09:05 AM
hey man good start. you are a brave man to be modeling your girlfriend... does she know? ;)
i would watch your edges around your eyes.
http://www.vfs.com/~roberts/untitled.bmp
hope this helps!:beer:
IDownupI
04-18-2003, 11:09 AM
hehe rjstarr
why bmp...:p
upload a JPG AAAAAAAAAAAAAAAA
i would like to see your spline cage, but you HAVE to convert an spline cage in Editable Carreau (in french), you will be able to work in low polygone (like if you stay with spline) and you could move any point and recreate an sline cage !! It's very very more easy than convert in editable mesh !!! You can trusth me !!!
Psotek
04-18-2003, 08:09 PM
Heres an update! Ive worked on her eye area a bit, but theres still some more detail to add.
Next up is the nose!
http://members.shaw.ca/neokowski/anga_screen01.jpg
spacemunky
04-18-2003, 08:35 PM
without proper edgeloops in the mouth and eyes the model unfortunately will be a sculpture because it will never deform correctly. It may sound painful but I would check out some models online with correct edgelooping and start portions of it over. Its a hard lesson to learn, but it is one that pays off right away when you get it down.
Psotek
04-18-2003, 09:16 PM
Thanks for the suggestion spacemunky.
Ive worked on her some more, and this is what she is looking like so far. Still got to refine her cheeks and face structure, and then add some more details.
http://members.shaw.ca/neokowski/anga_screen02.jpg
smogchild
04-18-2003, 09:25 PM
not too bad. Here's a few things to think about:
1. the lines should follow the form. Pretend you are drawing, and using lines to shade the face, and creating volume. The cheek needs to be made of curved lines.
2. if she smiled, a fold will need to be created going from bottom of nose and defining the cheek. Make sure your lines represent such motion.
3. Eyes and mouth should be radial structures. This will create areas where 5 polys share one vertex. This area tends to be visible during animation. Think of ways to place those 5 point "joints" where the face will be least animated/less visible..
At some point you'll have to increase res a bit to get more detalis in...
Good luck! it'd hard work, but if you stick to the rules, your professionalism will be rewarded!
Dana:thumbsup:
Psotek
04-18-2003, 10:42 PM
Thanks smogchild, il take that into consideration when im sculpting her.
Here is another quick update before I go, i worked on her nose/nostrils.
http://members.shaw.ca/neokowski/anga_screen03.jpg
Psotek
04-19-2003, 03:16 AM
Here is the last update for today I think.
Still got to do the ears, eyebrows, eyelashes, eyes, etc.
Can anyone give some ideas on how I could make her hair/eyebrows/eyelashes?
Thanks!
Bartek
http://members.shaw.ca/neokowski/anga_screen04.jpg
http://members.shaw.ca/neokowski/anga_screen05.jpg
HapZungLam
04-19-2003, 05:11 AM
hey, you better fix your edge loops once you have your base model shaped out. I can see that it can turn out tobe a great model. Additionally, your girlfriend is very beautiful.:buttrock:
Psotek
04-19-2003, 05:35 AM
HapZungLam :
hey, you better fix your edge loops once you have your base model shaped out.
You guys keep mentioning the "edge loops".
I dont know what you mean by it exactly. How can you tell on my model? Ive only posted 1 wireframe. Il post another one, most recent version of the wireframe.
Are you talking about the structure of the lines?
Heres some wireframes :
http://members.shaw.ca/neokowski/anga_screen06.jpg
olga8515
04-19-2003, 06:37 AM
Oh no, you can't leave your mesh like that...you're gonna have numerous smoothing problems...i mean you already have them now...I'm not that familiar with the edgeloops thing myself, but i know for sure that you get the best result when most of your polys are square shaped...and the less triangles you have in your mesh, the better it is...and well, this is how i think the edgeloops should look, and here is the mesh of the model i've been working on myself...far not perfect, but well, it's my second head model, after all...You can look at my model in the thread called ''Kate''...
P.S. i guess you should do a couple of head tutorials to find out what the edgeloops thing is
must-read thread:
http://www.cgtalk.com/showthread.php?s=&threadid=38469
:applause:
Also, look up some of Bay Raitt's stuff, who is like the father of edgeloop modeling :p (there's a good pdf somewhere on the net) Plus, his forum: http://cube.phlatt.net/forums/spiraloid/index.php
Psotek
04-19-2003, 11:49 PM
Thanks alot for all your help guys.
I realize I cant leave my mesh like it is now, its no where near done. I have alot of cuts that arent finished (i.e. forehead) and alot of tri poly's.
But I see what you mean about shaping the lines accordingly to the face structure. Basically ive got to smooth out my mesh, right?
hesido
04-20-2003, 12:24 AM
It is not only smoothing. You have to arrange the mesh in a way that it rides along nicely with face muscles.
Currently, when virtual image of your girlfriend (you are a lucky guy btw :-) ) tries to smile a bit more or frown, you will realize it will not look right at all because her virtual image's line directions do not adhere to face muscles directions, you won't be able to form those wrinkles and creases..
You may take a look at those nice links posted, and after all, take a mirror and make lots of face expressions, (when your girlfriend's not home of course!).
With each expression, think about how you would model those expressions, how you would choose the line directions to be. You will soon realize with some expections, you can model your mesh so you would be able to morph to any facial expression.
Now that I made a simple concept look complex, should I feel bad? :)
Psotek
04-20-2003, 04:00 AM
I cleaned up the mesh a bit, added ears, and did a quick texture to make it look like skin.
What ya think?
http://members.shaw.ca/neokowski/anga_screen08.jpg
http://members.shaw.ca/neokowski/anga_screen09.jpg
http://members.shaw.ca/neokowski/anga_screen10.jpg
BiTMAP
04-20-2003, 07:05 AM
your tex on the nose is stretching also under the eye.
Psotek
04-23-2003, 05:09 AM
Here you go everyone.
Ive done some work on my girlfriends head (no pun intended).
Heres how its all coming together.
Hope you like it!
Bartek
http://members.shaw.ca/neokowski/angaface01.jpg
http://members.shaw.ca/neokowski/angaface02.jpg
rrobert
04-23-2003, 07:34 AM
I'm sorry but she is freaky, Bartosz.. :shrug: The back of her head is to flat.
She is anatomicly incorrect.. If you want to create her beter, visit 3dtotal.com for a very good woman tutorial. (Joan of Arc model)
Maybe it helps.. :thumbsup:
FabioMSilva
04-23-2003, 09:26 AM
oh man...she´s gonna be pissed!
u´ve turned your cute girlfriend into a CG-Monstruosity! Fix her or model your your parents instead :D lolol
:applause:
Psotek
04-23-2003, 07:01 PM
Thanks ... I uhh... didnt think she was that bad...
I hope you noticed she doesnt have hair yet... that might be a reason why she looks wierd....
FabioMSilva
04-23-2003, 11:03 PM
there´s something more wrong rather than the lack of hair...maybe the head shape overall?
she kinda looks cartonish...maybe the texture...dunno...
Six Black Roses
05-30-2003, 01:31 PM
Your girlfriend looks human--your ET, erm, model, doesn't look so human.
- The nose looks inflated, harsh, and would look unnatural even on a male model
- The ears are a bit too pointy towards the upper-back parts
- Half her head is definately missing
- Lips are swollen
- The eyebrows don't have that crucial curve to them
- The bottom eyelids are too... ah, what's the world, they look too thin and as though they fold outwards
- You're concentrating too much on the skin's flaws (little red spot, freckles, etc.)
So, how can you fix all that? I probably am retarded for giving out advice, having never rendered anything, currently only starting out with 3ds max, and barely knowing anything useful in Rhino 3D. But because I criticize too much in everything, I'll give this situation a go.
The nose:
Take more pictures of her nose. Make sure to get a top, profile, bottom, and angled shot. Study it carefully, and when looking at the pictures, imagine rotating her head to see different perspectives. Of course, the more pictures you take, the more accurate of an idea you'll have.
The ear:
Same thing can be said. In general, human ears have similar properties going from person to person. Looking online for pictures couldn't hurt.
The head:
Ok, you're either going to have to shave her and take a few pictures of your bald girlfriend, or you'll have to look online for reference photos. There probably are some differences between the male and female head, so look for female heads. Pay attention to giving her a back of the head, and do make her forehead smaller. Gothic lesbians sometimes shave their heads--look around.
The lips:
Not good. Unnatural. They look as though they belong to a child who loves to blow air into his mouth while his lips and nose are shut. Look carefully at her lips. It's important that you get a nice few photos from the direct front view.
The eyebrows:
Notice how the eyebrows suddenly drop down and create a sharper curve towards the centerline of her head.
The eyelids:
They mustn't be so flappy. Make them smoother towards their ends (where they meet the eyes). Look carefully at realistic drawings of human eyes. Pay attention to the eyelids.
Skin artifacts:
The red spot here, the birthmark there--they're all distracting. Because the rest of the image isn't so realistic, adding such facial flaws is only dumbing down the overall image. Once you get a render of her face that looks nearly as realistic as this,
http://media01.cgchannel.com/images/news/1236/cs_girl.jpg
you may concentrate on facial flaws.
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