PDA

View Full Version : HMC #22: Classic Self Portrait: Per Kristian Tvete


PKT
09-29-2009, 06:29 PM
Yes, I know, strange name.
Well, this is a very interesting challenge, I think I will try it out :D

This is what I am going for:
http://i239.photobucket.com/albums/ff56/PKT_album/HMCInspiration.jpg

And an awkward pose of myself:
http://i239.photobucket.com/albums/ff56/PKT_album/mepose.jpg

PKT
09-30-2009, 05:14 PM
I am not sure if it's the best way, but I'm going to model myself after some neutral looking pictures, then tweek the emotion in there afterwards.

This is what I got so far:
http://i239.photobucket.com/albums/ff56/PKT_album/frontandside.jpg

scottimation
10-01-2009, 03:27 AM
Great start, nice topology.

PKT
10-01-2009, 07:27 PM
Thanks man! :D

Here is a little more work.
I know, it's obvious, I need more work on the ear, it lacks detail, and it's not really simmilar to mine.

But I find it very hard to exploit the amount of polys I got to work with around the ear.

Anyway, here it is:
http://i239.photobucket.com/albums/ff56/PKT_album/3views.jpg

Intervain
10-02-2009, 02:19 AM
a really nice, romantic image you've chosen! Would be lovely to see it rendered exactly like it :). One thing that I could say since I can see your picture is the jaw bones. You have very pronounced jaw bones and your model is missing it. I think it would add a lot of character. Keep it coming!

Nothingness
10-02-2009, 11:00 AM
A nice start, but i too think the model is missing a lot of detail that make the characteristics of a face.
Looking at the perspective photo of yourself, i think you modeled the mouth too narrow. Probably due to some disformed reference photo's (this is almost always a problem).

For the mouth and it's width, you should investigate the degree of angle from the side of the nostril to the end corner of the mouth. You'll see that angle doesn't match.
And i think the front part of the nose - the part that goes from the tip of the nose to inbetween the eyes - is a bit too wide.

PKT
10-02-2009, 04:32 PM
Intervain - Thanks man, yeah, it would be cool, not sure if my rendering skills can come up with that style, but I promis to do my best :P
And thanks for the crit, yeah, I see it now, I will fix it on my next session.

Nothingness - Thanks for the crit man! Yeah, I think I will take the model into zbrush or mudbox when the basemesh is done to add some extra detail. And I will deffenatly take a closer look at the points you pointed out.

PKT
10-03-2009, 01:40 PM
Added a bit more detail to the ear, made the nose less wide, made the mouth a bit wider, and made the jaw bone more destinctive.
Also tweeked the brows a bit.

http://i239.photobucket.com/albums/ff56/PKT_album/3views2.jpg

PKT
10-04-2009, 10:20 AM
A little bump map test.

http://i239.photobucket.com/albums/ff56/PKT_album/1view.jpg

PKT
10-04-2009, 04:09 PM
http://i239.photobucket.com/albums/ff56/PKT_album/HMCshirt.jpg

Nothingness
10-04-2009, 04:30 PM
Great progress already!

But before you get too far with the work on the head, i might advice to do just a little more work on the head first.
The top part of the nostrils need some attention, and the top triangle above the nose and between the eyebrows is kinda missing. If you look at the picture of yourself, you see a kind of almost triangle shape with the wide part between the eyebrows, and the thin part between the inner sides of the eyes. These are the kind of shapes that make the characteristics of a face.
Plus you got some strange shape in the forehead. It's not flat enough to my opinion. You can see it clearly in the last render with the glossiness on it.
Last remark: i think the jawbone needs to be wider.

cheers

PKT
10-05-2009, 09:13 PM
Nothingness - Hehe, I know man, I just couldn't help myself from starting on the clothes.
I'm far from done with the head :P
And your perfectly correct on every crit.
I have done tweeks on all of the ones you pointed out.
I myself think it looks alot better. Thanks alot for your post!

http://i239.photobucket.com/albums/ff56/PKT_album/HMCfronbump.jpghttp://i239.photobucket.com/albums/ff56/PKT_album/HMCfronbump2.jpg

moonangel
10-05-2009, 09:24 PM
very nice update, now that looks much better :thumbsup:

Intervain
10-06-2009, 02:17 AM
one thing that strikes me is the eyelids - that's something a lot of people forget about... you have deep set eyes but you still have got upper eyelids and your model is kinda lacking them right now ;)... also defining the lower ones a bit more would help IMO Personally I'd also push the corner of the mouth a bit further to the back of the head...

moonangel
10-06-2009, 10:26 AM
ah, and i think you nose is a little flatter on the tip, nealry slightly carved in and the bridge of your nose also, a little wider, harder edged, flat? as far as i can tell from you perspective foto ;)

PKT
10-08-2009, 08:22 PM
Thanks moonangel and Intervain
Really helpful comments from both of you.
I figured it would probebly just be more simple to take the model into mudbox and tweek it there, then to adjust it perfectly in max.

So I did, taken all of your points in consideration.

I have used a great deal of time to get the eyelids better, and I tweeked the mouth aswell.
I have aslo fixed the forehead and nose.

Been sitting with a mirror instead of just my photos for some hours, it really helped.

So this is what I got so far:
http://i239.photobucket.com/albums/ff56/PKT_album/mudbox01.jpg

PKT
10-10-2009, 03:58 PM
And a, more like the original picture, pose of the model so far.
Did a little skin texture work.
http://i239.photobucket.com/albums/ff56/PKT_album/mudposed.jpg

PKT
10-12-2009, 09:31 PM
Finally unwrapped my head :D
Baked a normal from the highpoly to a mid-res poly head in max. Alot easier to work with 5k instead of 900k :P

Here is a pic with the normalmap, and the one on the right got a little diffuse I have been trying out.
Keep in mind that I'm going for a painting look, not a realistic one, hehe.
Maybe I'll use the model for a more realistic render some other time.

And the hair is just a base for the real volume hair (planes with alphamaps on is my idea so far.)

http://i239.photobucket.com/albums/ff56/PKT_album/texturetestandnormalmap.jpg

Nothingness
10-12-2009, 11:04 PM
nice progress, but what the heck happened with the texture of the face?
I think if you make some more pictures of yourself and experimant with projection master for zbrush, you could get some very nice textures ready for painted looks.

PKT
10-13-2009, 07:13 PM
Yeah, the texture looks messy and it's in a bad quality now, but I'm making a base from the style the reference painting is in. Then I was thinking of adding layers and making it more detailed.
I would like to know how projection master works, I have tried a couple of times, but I haven't gotten used to Zbrush yet.
But thanks alot for the comment :)

This is the diffuse map so far:
http://i239.photobucket.com/albums/ff56/PKT_album/Diffuseforweb.jpg

Intervain
10-13-2009, 07:56 PM
I think the best way would be just to texture it without the 'painting cracks' - just simple semi-realistic texture and do the painting effect in post.. that way it will be uniform across the whole image like the real painting would have - just a thought + it would probably be much easier for you

Nothingness
10-13-2009, 08:02 PM
Yeah,
the cracks have a flat pattern due to the flatness of the canvas. Putting it in your texture makes the head the canvas which is not what you need.
Better do it afterwards in photoshop or something.

PKT
10-13-2009, 08:11 PM
Hmm.. thats true, I just thought maybe post work in photoshop would be kind of "cheating" hehe :P

But if thats allowed, I'd totally go for it

PKT
10-15-2009, 10:26 PM
I need to work more on the ear texture, and the lighting ofcourse (this is just a simple test).
And the normal map around the mouth need some more work.

But I started on a new texture as you suggested, I think it was a smart tip :P
http://i239.photobucket.com/albums/ff56/PKT_album/facetexturepreview.jpg

http://i239.photobucket.com/albums/ff56/PKT_album/newtexture.jpg

Nothingness
10-15-2009, 10:34 PM
Good work on the new textures.

Although in this pose/render it looks like the eyes are too high ore the forehead is not high enough. Could be the distortion of the camera.

Anyway, keep in mind that any kind of photoshop (textures or post-effects) are normally not included into the judging of your character. Mainly you will have to show an image of the model without any textures (except displacement) or maybe bump but don't know it that's alloud.

PKT
10-17-2009, 12:44 PM
Thanks again for commenting Nothingness
Yeah, the camera is distorting the model a little, the model is the same as before.
And I'm awear that they will not take texturing into the judgement, but I need the texture training, and it does alot to the model, so I can't help myself :P

Fixed a better render and some texture work on the ear and added some hair:
http://i239.photobucket.com/albums/ff56/PKT_album/firsthair.jpg

PKT
10-18-2009, 02:22 PM
http://i239.photobucket.com/albums/ff56/PKT_album/innershirtfinnished.jpg

TiMrozek
10-18-2009, 11:32 PM
Lookin good, the likeness is certainly there. I like the start on the clothes too. People really used to put a lot more into getting dressed in the morning back before our time.

One small small thing that I keep seeing though is in the ears. I think you could maybe put a tiny bit more work into them. The general shape is there but I feel like the the exterior curved part that I circled here

http://i698.photobucket.com/albums/vv346/TiMrozek/ear01.png

feels a little flat, I think if you just put maybe 5 minutes in on the ears you could get the volume a little bit better. They are good, and very close, but especially with the way that you textured it, in the render it makes it look kind of the it's all texture that is defining some of the curves. Could be just me though, hope that makes sense.

Intervain
10-19-2009, 01:06 AM
personally I liked the hair on the head texture much more - the new one looks a bit 'electricuted' :) Also the irises in his eyes are much too big, giving him a rather scary appearance :) Keep going - it's getting there

PKT
10-19-2009, 05:20 PM
TiMrozek - Thank you very much, and yeah, they surtainly did. I wish it was acceptable to to go around like that now. About the ear, I agree, I can see it now (I get blind you know working on this, hehe). I tried to fix a bit on them, but I am not 100% sattisfied yet. But I hope they are improving?


Intervain - Thank you for commenting :) Yeah.. the texture looks more realistic, but only with a black background so the edges of the model blends in, I need a blurry outline on the hair like in the painting and I don't want to do it in post. Any suggestions?
I totally see what you mean with the hair I got now though.

And I fixed the eyes, a big improvement if I may say so myself.

http://i239.photobucket.com/albums/ff56/PKT_album/neweyes.jpg

PKT
10-24-2009, 03:27 PM
Thought I'd go for hair and fur instead of planes, does take a bit longer to render, but looks alot better aswell, so it's worth it.

http://i239.photobucket.com/albums/ff56/PKT_album/newhair.jpg

redcobra
10-24-2009, 04:11 PM
Wow...great stuff!!!

PS: I wish to learn organic modeling, its just too hard >.>

scottimation
10-25-2009, 04:49 AM
nice texture work, and the hair is lookin good so far, kind of "baby gorilla" feel to it right now though :D

PKT
10-25-2009, 07:55 PM
Thanks alot guys!

Yeah, lol, I agree on the hair bit scottimation , I want to make it look a bit more real, or I want it to look like I got some styling glue in there, but don't know how to :P
If anyone can give me a few tips on how to do that, I would be very happy.

In the meanwhile, heres a new jacket (I didn't like the old one.)
http://i239.photobucket.com/albums/ff56/PKT_album/newjacket.jpg

Nothingness
10-31-2009, 02:08 AM
Looking great!

But if you want advice on the hair, maybe you could add what app or plugin you used.
I have a little experience with maya hair and fur, but don't think you are using maya to begin with.

Nothingness
11-03-2009, 07:20 PM
Where is your final piece man ?
I know you have it, so post them here :scream:

I wanted to just share a little technique that would make you final work look so much more like a real sculpture.
The way is by putting your render as a texture on a real 3d plane, that has some great procedural textures for bump. If you just study craquealure a bit, you'll know how it's done. Then with some modest lighting to get the highlights up, you'll get much more realistic effect.

Hope you'll try it.

cheers

PKT
11-09-2009, 07:54 PM
Nothingness: Thanks for the comments, sorry I didn't reply erlier.
I use 3d max btw.
And I didn't want to go for a perfect copy of myself (though I probably wouldn't be able to anyway), but a copy of the painting.
And I really feel like putting this one on the shelf now :P

I hope you understand. Thanks again for your support and help.

CGTalk Moderation
11-09-2009, 07:54 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.