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Bapsis
07-05-2003, 06:22 PM
Hey all,

This is my second attempt at a female body, and first at a female (or even remotly human) head and face.

I obviously still need hands and a better hair setup, but other than that im looking for your comments and critiques so that i might be able to make her that much better....

So any feedback would be great. I used Blender 2.23...

http://hotlink.reblended.com/bapsis/fc1.jpg
http://hotlink.reblended.com/bapsis/fc2.jpg
http://hotlink.reblended.com/bapsis/fc3.jpg


Thanks,

Matt

ASCIISkull
07-05-2003, 07:09 PM
It looks great, but there are a few things i noticed.
The head is a bit too tall, though that might be deliberate. Also, the hips seem a bit narrow, and the chest a bit too wide in proportion to each other.

Also, the straps holding up her halter both have some shading artifacts and one seems to attach to the outside, while the other attaches inside. The neck strap also doesn't look as if it's under any strain from holing up the front of her halter.

yboris
07-06-2003, 03:23 AM
looks good - but hips too small, legs too long (and "big") ... nose a bit too high up, but I have seen girls with such a face structure ... good job :buttrock:

JamesMK
07-06-2003, 08:11 AM
The lats are a little oversized IMO. The body is coming along fine :thumbsup: , but I don't like that face. This might just be a matter of personal preference - but some things look all wrong::.. The eyes should be moved somewhat deeper into the head, I think, and the face is too flat (think along the x-axis across the cheekbones).

The area directly under and to the sides of the nose appears a bit pinched, like there isn't enough tissue there (maybe she got a bad liposuction). The jaw could be moved a bit backwards... and there's a strange hard edge right at the back of the jawline, just below the ear.

And don't forget to post that wire! :D :D

Bapsis
07-06-2003, 07:56 PM
Well, im not quite sure how to render a wireframe in Blender, so i just un-subsurfed and took the same shots with the rough geometry, and i have to admit, it looks freaky!!!

Is this alright for seeing what you want to see?

http://hotlink.reblended.com/bapsis/fcw1.jpg
http://hotlink.reblended.com/bapsis/fcw2.jpg
http://hotlink.reblended.com/bapsis/fcw3.jpg


Cheers for the comments guys, i will definatly take them to heart, and i know it will definatly help me model my second, third, fourth and so on so much better. Thanks!!!


Matt

JamesMK
07-06-2003, 08:44 PM
Aaaahhh! Spooky! Unsmoothed solid polys! :D

Well, you could press that little button labled "wire" for all your materials. However, it will look pretty messy without backface culling... This is a bit of a problem.

This is enough however to reveal that the mesh has some topological problems - quite a lot of tris scattered all over the place, and the head lacks greatly in the edgeloop-department. If you plan to do facial animation, you will get into trouble.

I can recommend a great thread about proper head-topology here---> http://www.cgtalk.com/showthread.php?s=&threadid=38469

Apollux
07-06-2003, 09:06 PM
Not a direct critique, but to get a true wireframe you MUST update to a newer version, since Blender 2.26 and up there is the option to view and render the wireframe along with the actual surface. It is on the edit buttons under the 'Draw Extras' category... but if you don't want to complicate yoursefl why don't just take a screengrab of the Sub-D mesh WHILE in edit mode?

Now about the real critiques:

The face does looks like a male with make up (drag queen?) and the fact that her upper torso looks like she is a hard-core bodybuilder doesn't really help much. So, maybe you could soften her body complexion a little a well as making her face angles not so pronounced.

It is also true that the head is wider in the front view than it should, but with just a little of lattice deformation you can fix it.



:drool:

Aearon
07-06-2003, 10:12 PM
i don't know the exact reason for this, but from afar the face looks really really sexy and top notch modeled, but the close-up doesn't seem to live up to that.

I think you just have to "fix" some details and define the shapes of the face better. especially put some more effort into the nose and lips (both look a little stuck on, make them 'flow' into the surrounding mesh)

The fact that the face looks sooo damn good from afar leads me to the conclusion that the general proportions and shape are spot on (at least it seems so to me), it's just the little details

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