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Mazer
09-25-2003, 10:49 PM
Ok, i'm working on this model for quite some time now, and I would like to have tips on how to improve the model itself before proceding to texturing. This is sort of study I'm trying to acheive a realistic look and be able to easiely animate/pose the model.
Modeled in Maya 5 using the conectPolyShape scrips.


Sory for the bad compression

cybernaut
09-25-2003, 11:19 PM
Very nice so far, I think!?

The images you posted have some rather heavy perspective happening which is throwing off her proportions. Despite that I did notice that her nose gets a little fat near the tip. Also the ear looks too far back, although that could just be the perspective.

Perhaps post new images but reduce perspective so that her proportions are more clear.

Cheers :)

Mazer
09-25-2003, 11:38 PM
thanks cybernaut, i'll look intoo that , i'm not sure if its the perspective or the model itself.. the references weren't very good.

In the meantime there are biger vertions of those overcompressed pics

http://www.geocities.com/cordeiro3d/wip00.html

keight
09-25-2003, 11:54 PM
Hi, Mazer,

Yes, I agree with cybernaut, her ears are too far back. Granted I only work 2D so far, but I am female, and when I put my finger just behind my jaw, it touches the leading edge of my earlobe. Other than that, my qualifications to comment are limited, but I do appreciate the amount of work you've done so far. Keep going, it'll get better.

Mazer
09-25-2003, 11:58 PM
Ortografic front and side views:
http://www.geocities.com/cordeiro3d/wip001.htm

Yes, i think the problem must be the way I've set up the reference images, I'll search for more references and try to make the necessary adjustements.
Like someone said , you can't have to many references :-)

gnarlycranium
09-26-2003, 03:11 AM
I have a tutorial that will help you with setting up the reference stuff-- go see! (http://www.logrhythms.com/Leah/tuts/BHhome.html) You're having the classic problem of using a profile shot that's tipped forward too much, giving her a bulging forehead, eyes that are jammed too high up in their sockets, and so forth.

Fixing up your mesh here will help considerably-- right now your edgeloops are kinda confused and meandering around, with a lot of extra density where you don't need it, and that right there makes your job twice as hard as it ought to be.

Once you've got a good reference setup, and a good mesh, then you'll be amazed how much easier and quicker it all goes!

I want to start in on a big explanation right now on this piece... but I think spending some more time on the next pages of my tutorial might actually be a better help-- I'm moving it to a new page, lemme see if I can get some of that stuff up tonight.

Mazer
09-26-2003, 03:28 AM
Thank's alot Gnarly Cranium, that's exactly the kind of tut I needed now:)
I also plan on cleaning the mesh but for now i'm concetrating on the form, and the pics are smoothed vertions i'm using the conectPolyshape scrip, something like mesh soth in Max or Tab Subd's in Lw , so the base mesh is simple. Aniway i'm taking a closer look at megatoons wesite, for topology.

kerosene
09-26-2003, 05:41 AM
Yep the photo refernce tends to screw your images if you don't know what to do.

Your head (the girl's head I mean ;) ) is far to narrow. In orthographic front view the head should look "too" wide. Then in perspective view it looks normal...

So make the head a fair bit wider - trust me.
In the pic below I also changed the shape of fore head and made it significantly higher. (eyes are supposed to be in the center of the head)

Heikki

Mazer
09-26-2003, 07:04 AM
Thanks kerosene, I did exaclty that, the head is wider, and also the mouth, i also moved the eyes a bit, stilll mutch to do but ere is an update just to make sure I'm going on the right direction.

http://www.geocities.com/cordeiro3d/wip002.htm

cybernaut
09-26-2003, 05:15 PM
After seeing the new ortho views I was first going to mention how to compensate for the lack of perspective in orthographic view ports, but Kerosene already did, so I won't repeat. Widening the head certainly did improve her realism quite a bit. :)

More C&C

Eyes - The outer corners of her eyes look slightly too high to be realistic; although, that effect might be caused by the angle that you built the head at. The brow line and ocular sockets are too defined, soften the edges so their more subtle. You also seem to be missing the fleshy fold that happens when the upper eye lid rolls back after opening the eyes. Adding that flesh crease over the eye might also help with the over defined brow line problem.

Nose - The bridge of the nose, the place directly between the eyes, is a little too thick. Feel you own nose for reference to see how thin that area actually is. The rest of the nose is fairly realistic, not idealistic but real enough. For an ideal nose just study more photos of noses.

Mouth - Basic lip shape and size are pretty accurate, to me it's the area around the mouth that could be work on a little more. Try to soften the creases that go from the nostril to the corner of the mouth. On a young woman that area is tight and flat, age hasn't aloud the skin to sag revealing such creases yet... generally speaking of course.

Ears - Your ear size and position is much better. Now, I would work simply on the inner ear detail. Get your hands on a bunch of ear photos and really look at what an ear looks like, you're close but not quite there. A google search will give you more than enough. You still could move the ear forward just a smidgen more.

great work!! :)

Mazer
09-26-2003, 06:59 PM
cybernaut: Thanks for the comments, yes the eyes are the part I find more dificult to model, they are so important for the realism, yet very hard to get them to look good. The fact that they are to high in the corner is because of the references, I have to do more research before I can get it the way I want. The eye line, including the browns (I think that's the name in english :-) )
the bridge of the nose, and the way they conect , is hard to figure from a side and a front picture.
The mouth and the ears are unfinished, I need to clean the mesh aroud the mouth and add detail to the ears (another quite hard part to model)

In the end I think my problem is that I still don't have the trained eye for those details (i miss a 2d background), but this is a great way to lern :-)

Mazer
03-28-2004, 07:35 PM
Ok, after a long time, I'm back to this model. The texture is basic just for testing the shader, I'de like coments on the structure an edegeloops, primaraly since I wan't this model to be animatable

Other C&C are welcome too of course.

http://cordeiro3d.no.sapo.pt/consobrfrente.jpg
http://cordeiro3d.no.sapo.pt/consobrlado.jpg
http://cordeiro3d.no.sapo.pt/consobrperf.jpg


Edit: If you can't see the pics:

http://cordeiro3d.no.sapo.pt/consobrfrente.jpg
http://cordeiro3d.no.sapo.pt/consobrlado.jpg
http://cordeiro3d.no.sapo.pt/consobrperf.jpg

wires:

http://cordeiro3d.no.sapo.pt/wire1.jpg
http://cordeiro3d.no.sapo.pt/wire2.jpg
http://cordeiro3d.no.sapo.pt/wire3.jpg

Tuga_3D
03-31-2004, 02:59 PM
Hey nice one thow you need some tickles on the mouth zone.
keep it up.

Profane
04-01-2004, 08:20 PM
...she has a sulky expression on her face....pay a little bit more attention on her eyebrow area...it looks so masculine...
keep going on! :)

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