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View Full Version : Self-Portrait Wip. Anatomy Crits Welcome


Ariel
04-28-2003, 04:59 AM
Here's a new model I've been working on, trying to test out the modeling tools in XSI. Now I'm hooked to the proportional modeling tool and the symmetry tools.

Anyway, it's still in process, but comments on the anatomy and overall shape are welcome.

Man
04-28-2003, 05:04 AM
the mesh seems to be flowing well...post some photos so we can compare....no crits

Ariel
04-29-2003, 02:06 AM
Hehe.. I'm not sure I want to look at myself on the internet. :rolleyes: If I get more couragous I'll do it later...

Meanwhile here are some updated pics.

blindsleeper
04-29-2003, 02:11 AM
looks like a great model, only complaint is that its difficult to judge a likeness without a reference

Ariel
04-29-2003, 02:13 AM
Hehe... I'll see how far I can go without showing them :)

Here's a wireframe

hypercube
04-29-2003, 02:16 AM
Looks very nice and naturalistic..everything seems right..though maybe the forehead rounds back too quickly on the sides? It's all within human norms at least :D

But yeah, as far as it looking like you, have to take your word for it..seems kinda odd that you could put a model of yourself up and not a pic tho :p :) At any rate it looks like someone..heh.

Ariel
04-29-2003, 02:25 AM
Ok, you guys win. But i figure if I show the side and fron, I have to show them in context. These pictures were taken with a very lon zoom to resemble what the model looks like in an orthogrphic view, so they will look different (distorted in a different way) from the model in the perspective vieports.

By posting these pics I've just realized some of my mistakes already, specially in the cranium area and the cheecks, which I need to make fatter (in the side view).

Now let the true feedback begin :bounce: :bounce:

Ariel
04-29-2003, 02:27 AM
side...

zzzrByte
04-29-2003, 02:34 AM
Looks very close to the original! Great work! If you texture it right, it will probably be very lifelike.

Anyway, some crits... First, like you said, the cheek-bones need to be a bit higher and stronger.
At the edge of the mouth where the lips meet, the crease you have there seems to be a bit too deep and strong.
The area between the chin and lower lip looks too deep, it is possible that it's because the chin is too far out.
The area underneath the chin needs to be slightly meetier towards the back, and sag down just a bit more.
The ear is slightly different then the photo.

This are all very small crits, it is a great job so far.

chi
04-29-2003, 02:35 AM
its looking good....right now its very obvious that you need to spend more time on your eyes and eyebrows....my servers down so i cant post a paint over to show....but look closely at the photos and you will notice where you have gone wrong

zzzrByte
04-29-2003, 02:43 AM
I just now saw the side view, and some of the points I mentioned look fine in it... But they're still worth a look, if they don't look just right from the front.

I've also noticed that the "flow" of the cheek bone in your model isn't going exactly like in the picture...
I'm not sure I'm explaining this clearly... So look in this paint over, and the look at the side view you posted and you may notice what I mean.

Gkaine
04-29-2003, 02:46 AM
this is 1 of the few models ive seen that actualy look like the subject. good work

blindsleeper
04-29-2003, 02:53 AM
definately has the possibility to be very lifelike if textured well and if the small issues are fixed

Ariel
04-29-2003, 03:15 AM
zzzbyte: great observation about the angle of the cheeckbone.

Gkaine and Blindsleeper: Thanks for the encouragement. I'll do my best to produce quality textures and lighting. First I gotta figure out how the UV tools in XSI work. I'm so used to Maya that it's a bit confusing, but so far I love the tools XSI has for modeling and rendering.

Keith Young
05-01-2003, 12:14 AM
Great job - definate likeness! A few nit-picks on the ears...

Keith Young
05-01-2003, 12:16 AM
D'oh! here's the nit-picks...

Zytrex
05-01-2003, 12:33 AM
Cool project. Are you gonna use textures made by photos of your face?

spacemunky
05-01-2003, 01:05 AM
hey man its Josh from SCAD...that is awesome....i think that is the best head you have done so far..it really looks just like you...i especailly like the lips...very well done...can't wait to see the texture

Ariel
05-02-2003, 02:06 AM
Keith: Thanks for noticing those details.

Josh: Hey man what's up? Thanks for the comments. Keep in touch.

Well here's a few changes I've made. I think the eyelids and lips are almost final. What still needs some work is the ears and cheek bones and parts of the neck. Some of the changes in the model are probably to small to be noticed, but comments are welcome still.

Ariel
05-02-2003, 02:09 AM
Side...

Ariel
05-02-2003, 02:13 AM
Front..

octopus77
05-02-2003, 03:38 AM
WOW :eek:
Good job man, it really you.
Canīt wait to see...you texured

hypercube
05-02-2003, 03:54 AM
Wow, great improvements, that's looking severely more accurate. :thumbsup:

Some odd bits still noticing are:

The nostril, where it meets the face and also the direction it curves from the tip, right now making the nose seem more upturned..also in the same nose-meets-face area, could puff out the face slightly there.

The area just underneath the lower lip towards the corner of the mouth could be inflated a bit too (can see in the front view more).

The eyes seem a bit too 'bulgy', the bags underneath are very large, and the outer corner of the eyelid is too high..the eyeball seems small and as if it's about to pop out. Also flow of the interface between the eyebrows, lids and cheek there seems a bit thin/awkward.

Hope that's helpful or makes sense, should probably have done a paintover to save a lot of text :D Keep on..

ragecgi
05-02-2003, 04:12 AM
Dude, this is gonna frickin ROCk when it' textured and lit!!!

Can't wait!!

Lentil
05-02-2003, 07:18 AM
Excellent work

Can you explain a bit more about your pseudo orthographic reference photos, like how far away the picture was taken, what sort of zoom level, FOV?

And have you been modeling both sides of your face to account for the asymmetry in most peoples faces?

Keep up the good work:)

Ariel
05-02-2003, 07:59 AM
Buys thanks for the suggestions, I've been fixing lots of these little details, but I've been in "tweak mode" for more than a week already which isn't good, so I'll stop now after these final changes. As soon as I can I'll post a pic of the UV layout.

Lentil: The reference pics obviously aren't 100% orthographic. I don't know a great deal about photography but from what I've found only telecentric lenses (which are very expensive) can produce photos without any perspective distortion.

I used a Sony DSC F707 Cybershot camera (5Megapixels) with the zoom at max (which is the equivalent of a 190mm Telefoto lens on a 35mm camera). The camera stood on a tripod at a distance far enough to frame my head and neck. That's basically it. To my surprise, the front and side images lligned up almost perfectly in Photoshop. The only problem being the small movements that i made while the camera was moved around me to take the second photo. Also, it is much better to move the camera than it is to move the subject. If you want really good results use 2 cameras (both have to be identical) mounted on tripods and have 2 people take the picture at the exact same time from the front and side.

After doing this I really think it is absolutely necessary to use a zoom (the longer the better) when taking reference pics. Otherwise you will be modeling in an ortho view from reference which is not orthographic and the model will not resemble the subject at all, no matter how hard you try. It is better to model using printouts of perspective and 3/4 photos (without image planes) than it is to model from front and side views that have lens distortion. Using a mirror also helps a lot.

About the asymmetry, I will add asymmetrical details as a morph target, so that I can make symmetrical UVs first and also to keep a copy of the symmetrical model untouched, just in case...

Lentil
05-02-2003, 08:37 AM
Thanks for your informative reply

and good luck!:thumbsup:

Ariel
05-05-2003, 04:59 AM
Here's an early UV layout. I had to do them in Maya and export back to XSI, because of a problem XSI has when mirroring objects and transfering the UVs to that copy (This is fixed now in version 3.5). I realize that I'm not using the textures space effectively, but I"ll fix that.

Ariel
05-05-2003, 05:05 AM
And an rendered test.

Angelus
05-05-2003, 08:35 AM
Wow ! :eek: Amazing ! Very good man :buttrock:

JPGargoyle
05-05-2003, 10:31 AM
This is really a great work :thumbsup:

Very well done, looks exacly like the reference pics.

I just noticed some "lumps" near the nose that change a little the shape of the cheek.

Just check it out. You might want to do some tweaking.

Great work, congratulations :applause:



Best regards.

Vash T Stampede
05-05-2003, 11:34 AM
looks greaet man.excellent work so far!:wip:

Tocy
05-05-2003, 12:28 PM
Very very nice modell, congratulations! Agree with issues mentioned before, (cheekbones are strange, maybe too sharp, etc) but it is definitely very realistic modell, well done! :applause:
Keep going, and texture it!:)

Tocy

Aros
05-05-2003, 12:39 PM
Everything looks really good;
I have crit for the nose though, I hope this is clear:

shoey
05-05-2003, 12:47 PM
Great work. excellent modelling:thumbsup:

randyrives
05-05-2003, 03:10 PM
Excellent work. The model is very very close to your photo reference.

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