View Full Version : Character: Humaniod Male Head
I would like to get a crit on the topology and aesthetics (proportions, anatomy so and so on) Done in Maya 4.5 (polygons)
Cheers and thanx for the comments
07-06-2003, 03:36 AM
In all honesty, that image is simply far too small to make any critiques on.
Sorry about that... Is this better?
07-06-2003, 04:19 AM
[my first post on this board ever]
I don't know exactly what kind of a critique you are looking for. This obviously isn't a photorealistic human model - if that's what you are looking for, I believe the forhead is too small, the jaw is too big.
As a "character" this is great. I feel you should do a mesh-smooth and render it - that way it would be easier to give comments on anatomy (perhaps) :)
Well i didn't mean it to be realistic. I am a little more worried about the mesh itself. I mean is there something there that seems to be "wrong"? And also if there's anything there that can be accentuated to dimished to give the character... well.. more "character"
I am working on getting higher-res images for download
thanx for the patience and sorry about the crappy attachments
Ok this should be better.
Thanx for the patience :P!
07-06-2003, 04:57 AM
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Sun 06 Jul 2003 08:17:13 PM PDT
Apache/2.0.40 (Red Hat Linux) "
i hate when this happens
07-06-2003, 07:30 AM
Originally posted by SDIT
...And also if there's anything there that can be accentuated to dimished to give the character... well.. more "character" lol ... that sounds great :applause:
my opinion- this character would have a LOT more "character" if he had skin folds showing his age ... perhaps high cheekbones with sagging skin below it ... his eyes probably need more attention, and lowering his eyebrows would make him look like a "wise thinker" perhaps :p
like I said - go ahead and post a "mesh-smooth" (or w/e you call it) render - so we can see what it looks like :)
Good point, i like the ideas.... I was thinking I am going to work on the jaw since it looks a little weird right now, and when I rendered it I noticed the nose is way to wide. So I will tweak that. Here's what you requested. They are called "Shaded1" and "Shaded2"
a little update....
Head4 and Head5 are the new images
07-07-2003, 02:23 AM
if you're planning to do animation on this guy (or make different expressions on his face) I would go for the mesh topology/edge loop tutorial examples found at modelling forum in this site. Could be little hard to get good control over the face with that kind of mesh topology.
07-07-2003, 06:53 PM
the area above the brow... you have 7 sided poly's it looks like. I don't think you need all those edges as the area looks relatively flat as it is. i try and keep all faces quads and try to keep them all between triangles and pentagons.
at first it looked like you were following the hobbit guys tutorial,
not so sure right now, but regardless i cant recommend it enough
thanx for the replies.. i will update soon.
bantza: yeah i am working on the edge loops. I might animate him, but I am not quiet sure yet. But might as well fix him anyways right?
TheWraith: good point. The final mesh won't be a smoothed poly surface. I want to convert the mesh into sub'd. I will get those edges out. Thanx for that.
show: thanks ;) I am familiar with that tut. It's the best i've found so far. And I can see why u thought I uses it, there's some similitude.... :p For this particular model I used it partially though. I kinda mixed that method with another one by Jae-jin Choi from his MAYA CHARACTER ANIM. book. You have a good eye :thumbsup:
07-07-2003, 08:52 PM
i think the nose comes to too much of a point at the top.
I think it would look nicer if it was smoothed out a little more to flow into the rest of the face.
Halogenic: you are right too, it does come out, that's maily because I haven't smoothed the seam and those vertices are not merged (yet)
I will lower them when i get ready to swith to sub-d
thanx for the crit !
01-15-2006, 03:00 PM
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