View Full Version : Character - Female Head WIP
Tiburon3D 09-17-2003, 10:23 PM Here is a female head I have been working on. Let me know what you think, and ways of improving it.
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Tiburon3D
09-17-2003, 10:28 PM
Here is another view
Tiburon3D
09-17-2003, 10:31 PM
and yet another view
Tiburon3D
09-18-2003, 03:20 PM
Am I ready to work on the texture? I know right now it's pretty boring as it is, flat shaded.
Jon
Electrofirma
09-18-2003, 04:18 PM
The eyes have got an alien thing going on.
Also, the face as a whole seems rather flat.
Don't start texturing before you get the model right smooth shaded. Texturing before the contours are correct will simply add an illusion of correctness that the lighting won't support.
I really don't want to sound too harsh but, if it was my model, at this point I'd keep tweaking.
It is a good start, keep it up :wip:
Tiburon3D
09-19-2003, 04:56 AM
Thanks for your critique. This is my first attempt at doing a realistic head/face so I'm open to any help. I started the face with the intention to do a superhero,- thus the "alien eyes," but then I decided to make it more realistic, but kept the eyes the way they were.
Any tips on making the face less "flat."
Thanks for your feedback.
Jon
Electrofirma
09-19-2003, 08:41 AM
First thing I would do is bring the chin back some, and the lips forward a little. Also I would do some serious reworking of how the edgeloops/contours are flowing.
It is important to bring the edgeloops up from the corner of the mouth to above the wide part of the nose.
You'll notice in the attached image how the contours on your model are flowing out of the edges of the mouth up into the eye socket. If you run your hand over your face as you scrunch up your nose and make some faces you'll feel that the contours of your face don't run that direction.
You'll hear it alot here on the board, "If your going to animate it...", the edgeloops need to follow the contours, but even if your not planning on animating it, it is so much easier to get the form correct if the edges are running the right direction.
Discaimer: The attached image is in no way inteded to be a definative reference. She has issues of her own :)
Tiburon3D
09-20-2003, 12:48 AM
Electrofirma,
Thanks for the tip. What you said about edgeloops makes sense. I'm trying to tweak it, but I'm having trouble with the mouth area.
I'll post an update a little later.
Jon
Electrofirma
09-20-2003, 01:02 AM
Tiburon3D, if you haven't checked it out already, take a look at the Topology research (http://www.cgtalk.com/showthread.php?s=&threadid=38469) thread.
It is 12 pages and rather dry reading, but it does contain those little gold nuggets of information that can make the difference between struggling with head modeling, or having direction and understanding how the mesh is going to work.
Keep it up! :wip:
Tiburon3D
09-21-2003, 04:00 AM
Here is my head so far. It still needs work, I know but I wanted to know if I was on the right track.
Thanks!
Jon
Tiburon3D
09-21-2003, 04:01 AM
here are other views
wgreenlee1
09-21-2003, 05:00 AM
Kinda hard to see whats going on(1600x1200 here).
Looks pretty good though from what I can see.
Hatey
09-21-2003, 10:01 AM
from what i can tell that horizontal row of edges is gonna give you a lot of problems down the road, id suggest reworking it like suggested up above, its going to give some funky shading and stretching that you can't get away with on a face.
Tiburon3D
09-23-2003, 01:52 AM
Here is my updated model - with some larger images. I've reworked quite a bit of it, but there still seems to be some issues with the nose area.
Hatey - can you be more specific about the horizonal row of edges? What can I do to fix it?
Thanks for the help!
Tiburon3D
http://members.cox.net/tibinteractive/perspective_NEW.jpg
http://members.cox.net/tibinteractive/front_NEW.jpg
http://members.cox.net/tibinteractive/side_NEW.jpg
http://members.cox.net/tibinteractive/render_nose_prob.jpg
eYadNesS
09-23-2003, 03:00 AM
Her mouth must be bigger and you have some errors in her nose and eye shape! Your topology is good, but you should to work more :)
Electrofirma
09-23-2003, 06:06 AM
She's coming along Tiburon3D!
I would look at the ear, and the ear placement in relationship to the jaw. Your jawline is running up behind the ear, it should run up to, and slightly in front of the ear.
Keep it up :)
Tiburon3D
09-23-2003, 10:22 PM
Here's another update. Let me know if there's something else I need to work on.
I plan to make her look asymetrical, but other than that, what do you think?
On to Texturing? Any tips for that are also welcome.
Thanks for all your help guys!
Tiburon3D
http://members.cox.net/tibinteractive/perspective_92303.jpg
http://members.cox.net/tibinteractive/front_side_092303.jpg
powernemo
08-09-2004, 02:26 AM
now model looks better
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