View Full Version : Character; "Tor the Pirate"
Glasko 09-28-2003, 11:09 PM http://www.glasko.com/torthepirate.jpg
Tear my buddy here to shreds. He still needs a body and texturing, but I'd like to get this face down first. Comments? Suggestions? Penguins? Thanks - Dan
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Glasko
09-29-2003, 02:30 AM
http://www.glasko.com/smoothedface.jpg
Glasko
09-29-2003, 09:04 PM
http://www.glasko.com/torthepiratetexture.jpg
Started work on a texture map today
Mindkontrol
09-29-2003, 09:25 PM
Well first and formost you need to pay alot more attention to Anatomy...Long before you are able to successfully manipulate a humans features you should be able to mimic the actual bone structure...For instance, The Sternoclydomastoid (Spelling?) emerges from behind the ear...So that is where the neck should come from...Your head places the ear at a floating point at what seems to be a random location on the head...Also the ear is smack dab in the middle of the side of the head...Adn the eyes should be in the middle as well...So you want just as much head above the eyes as below it though the part above will be masked by hair...As for the modelling you have alot of irregular polys...The general idea is to keep the polys is as much of a square as possible, although rectangles are ok as long as there not to elongated...My main advice would be to attend figure drawing class after class...Im currently on my 3rd simester of it and im JUST beginning to get it...Good luck and keep up the work!
animatethat3d
10-03-2003, 10:54 AM
yeah, what he said.
Anatomy is essential to have an understanding of how to manipulate a head into a caracature.
Take a look at some real peoples' heads.
Main points-
-Ears are located right behind the jaw line and usually between the bottom of the nose and the eyebrows up and down-wise from a profile view.
-The mouth extends left to right to the middle of eye, so that if you drew a line straight up to the left eye, the corner of the left side of the mouth would be at the middle of the eye
-The head is broken up into fourths, 1/4 vertical distance is from the bottom of chin to bottom of nose, the next fourth is from the bottom of nose to brow ridge, the next is brow ridge to hair line (usually), then the next is hair line to top of head.
- Eyes are usually one eye width apart from each other(looks like you're okay on that part)
Also seems like you may have some weird geometry there too, like maybe the normal is flipped on one or two of them?
Anyways, I'd say its a good learning experience and I'd start over again and pay attention to getting a good anatomical base, and then exaggerating the features from there.
Good luck!
-A
animatethat3d
10-03-2003, 10:58 AM
(you told me to shred, so I shredded)
Windmill
10-03-2003, 12:48 PM
Yeah I agree.. The geometry needs a bit of work. Theres some wierd bumps everywhere. You've managed to keep em mostly quads but they are not organised very well.
Is it possible to smooth out the mesh more? I can see the straight edges (prolly caused by some edges being very close to each other).
I think you should improve the model's geometry before you try to work on your proportions because the way it is organised may make it hard to manipulate your features in a natural way.
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