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Pezz3D
07-13-2003, 08:41 AM
He doesn't really have any character but it's my first. :hmm:

Comments Welcome and probably REALLY helpful. :)

http://pezz3d.com/highheadlol.jpg

catbert
07-13-2003, 09:35 AM
i like it. i cant see any major flaws, really.

however, it's obvious that the lips are shut - might want to add a crak there. and also, the eyes look squashed so that they fight into the eyeholes. you should build the eyeholes around the eyes and not vice versa.

Pezz3D
07-13-2003, 09:56 AM
Yeah I see what u mean about the lips. But I dont know how I'd split them... boolean? I'm a game artist and this is one of my few very rare entrees into high polygon work and I'd really like to get good at it. :buttrock:

And about the eyes any suggestion about how to build around them? Extrude the edges over the eyes like eyelids?

u_k77
07-13-2003, 10:55 AM
hi

I'm no expert but i think the area above the eyes (Eye brows) needs to be extruded a bit. may its there but it's not very evident from that angle. It has to be almost in line with the cheek bone when viewd from the top. While doing that you'll have to keep in mind that bridging area between the eyes has to stay where it is now.

also the cheek bone areas have to be lowered i think that'll make the eye-sockets more prominent.

I like the nose job .. A little small as compared to other features though but it's looking cute.

nice job :thumbsup:

waitin to see more..

regards

Uttam

yboris
07-13-2003, 03:59 PM
as I heard around on the forums, it's best to do your first model with a reference ...

this guy's chin is HUGE!, the eyebrows need to be more prominent (as was said before) ... good luck :thumbsup:

Pezz3D
07-13-2003, 07:13 PM
Well I've done head models for game characters and I draw faces to an emense amount so I think I'm ok. But his chin is a bit big. I'll update tonight and keep what u guys said in mind! :) thank you for the comments.

Pezz3D
07-14-2003, 12:09 AM
Ok... I lowered the cheeks made the chin smaller and then made a cut to seperate his lips, oh and I pulled his eyes back a bit more, here we go;

http://pezz3d.com/689.jpg

three
07-14-2003, 01:42 AM
Hi.
I don't know if you're working from a reference picture. I'm sorry to say so, it doesn't look like it.
You'll need a picture to work from, if you're not really accustomed to modeling high polygon material.
A doodle will do.
One front, one from the side, at least.
I don't know what you're trying to accoplish, but if he's supposed to be "realistic", you've got one hell of a mouth and his eyes are a bit "squinty". And you've got a pinch by the eyes.
The form of the head is really well done.

Important note: Allways work towards polygons with four edges.

If you need a tutorial on how to do great high polygon heads, look up the Joan of Arc-tutorial, many of us here would recommend it to new artists.
You can find it at 3D Total (http://www.3dtotal.com).
It's a great resource. :thumbsup:

If you're not interested in that, a wire-shot of your head would provide a great amout of information to us, to give critics on.

Take care, and keep up the good work!

:beer:

Pezz3D
07-14-2003, 02:28 AM
Ty 3... I really don't like modelling heads with refs because I don't like having to have a set look for my model. Maybe if I have my own concept work it'll help. I have tryed that tutorial and I can never finish it. It always ends up with terrible face/smoothing errors. :shrug:

Ne way a bit more work done taking in suggestions of course... here it is:

http://pezz3d.com/headlol-.jpg

Pezz3D
07-14-2003, 03:06 AM
another update!

three
07-14-2003, 03:54 AM
Allright.

The model looks a lot better now :thumbsup:

Reference pictures don't have to be a block in your workflow. I mean, a silhouette and marked places for mouth and eyes and so forth, is a great help in making high polygon models.
And besides, wheter you put the style on the head before you model it, doesn't really matter, since you're gonna put a style on it while you build it... don't you?
But I won't bitch about that any more... we all work in mysterious ways. :)

I would love to see a wire-shot of the head, since I might be able to help you more if I can see your mesh-topology.

You've got problems with the eye-areas and the chin have got the same pinch. You might also have some problems around the mouth/nose area. The nose itself is excellent by the way.

Are you trying to get a realistic look or are you going for something more fantastic?

take care
:beer:

Pezz3D
07-14-2003, 04:04 AM
You're right... I just like to feel as if I'm creating my model as if from a blank art pad.(which is a cool feeling.)

Concerning the wire shot.. I'm a bit tired right now but I'll give you a shot of them in a bit.

Concerning the problem on the chin and eyes I know exactly what you mean! :) I know were it is but not quite sure how to fix it, when I post wires hopefully you'll help! :)

What look am I going for? One word... cool. hehe.

three
07-14-2003, 04:14 AM
Hehe, cool look... I'd recommend that you try to do more human eyes, than what you have now.

I'll have a look at those wires... are you going to put them up here tonight or tomorrow or something?
It's pretty early here in sweden, and I thought I should get some sleep done ;)

Pezz3D
07-14-2003, 04:27 AM
wires:
http://pezz3d.com/ire.jpg
Apparently I didn't save the unmeshsmoothed version before the last update. :blush:

*kills self.

I know it's far from perfect but im still working on it! Comments plz.

three
07-14-2003, 04:47 AM
Allrighty then!
Now, let's see here.

Paintover:
http://hem.fyristorg.com/kung3/stuff/paintover01.gif
Red circles are areas of trouble, blue lines are ways to work around them.

1. You need to fix this area... When you're building areas around mouths and eyes, allways work in circles. With circles comes animatability (not a real word?)
The blue lines give a hint of how you "should" (could is better) build.
The inner lines of polygons are allright, just build from them. (the ones I marked purple).
One pretty good tip with modeling eyes, is that you place a sphere in the eye-slot and build up a mesh around them. Actually beginning the head there.


2. The whole area around the upper lip and the nose... you've got a whole lot of triangular forms there (some of them reminds me of low polygon face-modeling :) ). Remove them... connect the lines on the lip inside the mouth instead, where you can't really see them if you're not taking pictures there.
Have a look at the Joan-tutorial anyway, and look at how they've built the face... The topology they use are really good.


3. The same problem as at 1. You've got a lump of triangular polys there... you need to break them up if you want good smoothing at these places.


You can see that I've inserted a grey bar at the side of the head. That's a really cool tip to use when you're going to do wrinkles. *hint* ;)

If you're not going to actually DO the Joan of Arc-tutorial, at least have a look at how they do details. Like the mouth-area, nose and so on... It'll pay off.

Now I'm going to hit the sac. I'll take a look at this tomorrow as well.

Pezz3D
07-14-2003, 04:54 AM
Thanx man! I think Im gonna start up another and keep your tips in mind... You've been a big help! The grey lines you inserted thats the mesh that should be used to make wrinkles? right?

three
07-14-2003, 04:57 AM
I don't usually do this, since it feels like I'm advertising... but, well, this is how I build my mesh. I use 3D Studio MAX... Have a look at the eye-area and mouth-area (the chin is NOT finished yet, hehe)
I work with reference pictures, and Love it.

This is how I work... I hope it helps, otherwise I'm gonna feel kind of stupid.

http://hem.fyristorg.com/kung3/stuff/front.gif
http://hem.fyristorg.com/kung3/stuff/side.gif

Now, good night and good luck!


*edit*
To answer your question.
Yeah, the gray lines should be used, think of them as edges and build like that. Then draw the middle-line "into" the mesh and voilá!
No problem man, just give me a holler (PM, Mail) and I'll try to help.

marcus scarsell
07-14-2003, 05:27 AM
three is right on track. you want to keep radial patterns around the eyes and mouth. are you planning on animating him? if you are it will help with deformation. also when ever you get a chance check out all the wireframe pics you can find. see how others are cutting up there messes and take what you can as far as technique goes.

"imagination is our only limit"

Pezz3D
07-14-2003, 07:59 AM
http://pezz3d.com/headlol-.jpg

update! D:

three
07-15-2003, 12:37 AM
Hi pezz.
You've got the eyes a bit more human. :thumbsup:
Still seems like you've got pinches a little here and there. Nothing that a good clean-up can't fix. :)

I've posted my new WIP here now. Uh, sorry, I didn't copy the link (DOH!) but it's called Character: Brom at least.

I'd love to get some crits from you.

Remember, work in circles, and don't give up.

:beer:

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