View Full Version : HMC 8: Hannibal Lecter, Silence of the Lambs (Body)

03 March 2007, 01:33 AM
EDIT: Oops I forgot to put what I was doing... BUST

Ok I've decided to try to do two things at once. Working on this, and trying to finish the B-17 that I started.

Happy Modeling everyone.

03 March 2007, 01:49 AM
welcome morphius....good to have another familiar face around....good luck

04 April 2007, 06:42 PM
OK first WIP...

I tried a few times with base models... and this is what I have now...

Any C&C are welcome... I am not finished with the base mesh (hence why the ears are just blocks right now... but I plan on taking this into zbrush before I'm finished

04 April 2007, 09:03 PM
ok time for an update... I think this looks much more like him... personally

oh and by the way he does have ears but the perspective view cut them off...

04 April 2007, 10:10 PM
looking nice! Those ears need a bit more work.

04 April 2007, 05:05 AM
I think it is time for an update... this is my first run in z-brush (hence why it has taken me two days... I've been learning the interface)... any C&C are welcome...

again any comments would be nice... thanks in advance oh and sorry about the brush I just did screen caps I guess I didn't think about the brush... next on to lines and wrinkles!!!

04 April 2007, 01:31 PM
You've got two long lines running down his neck from his ear. This is most likely caused by clumped loops. Go to your lowest subdivision (in ZB), and un-pinch those vertices (Transform>Pinch, then alt+RMB..the opposite of pinch is spread, :D). Good Luck!


By the way, sorry if this was too simplified for you, but you said you were new in ZB, and I'm just trying to help..

04 April 2007, 07:21 AM
thanks for the tip... I'm glad I got a regular... lol neway after talking it over with one of my friends I made some changes to the face (in zbrush) and here is what I have so far...

I haven't really worked on the neck since much earlier... but being at siggraph last summer I sat in on one of the demos and they said that the information in the higher divisions is still held if you go back and change the geometry in the lower divisions so I wasn't too worried about the neck... but I will change that for the next update... again thanks for the tip...

as always any C&C are welcome...

lol you know now that I look at the older WIPs I realize how far off I was... I will have to thank my friend...

04 April 2007, 07:43 PM
ok update time... I was looking on one of the other threads and realized something that helped... but neway here is what I have so far...

let me know what you think...

04 April 2007, 06:12 AM
ok update...

here we go... I actually had to go back a couple of steps to get this... but hopefully it is better than the last...

I would really like to know what you guys think... I think he looks like him... but then again I've been looking at him for hours and hours on end....

04 April 2007, 01:58 PM
he's looking good, and now that you've got the basic shape down. You want to turn off the symmetry, after all nobodys face is perfectly symettrical. Anthony hopkins has different shaped eyelids, and lots of little things you can find in ref. images. Then pick an expression (try and base it off picture, and then STICK to that picture, until your model is perrfect).

04 April 2007, 06:20 AM
alright... I'm gonna start working on details more tomorrow... as of today this is what I got so far...

i've come along way from my really bad reference in the beginning...

tell me what you think... like I said I'm gonna work on the details more tomorrow...

04 April 2007, 03:49 AM
ok here is an update on what I have (atleast in zbrush)... I believe that I am close.. except for hair (which I am gonna add later) I am trying to import this into maya... I can get a low mesh in but when I try to do it in displacement map it doesn't work.. I'm not sure what I'm doing wrong... I am following the stuff I got from but it isn't working... when I try to render it in mental ray... the head looks as though it is broken into seperate faces... well I figured it was the normals... so I softened them all.. which fixed that but it doesn't look like it should... I'm not sure what I'm doing wrong...

nebody that can give me some help (either a link or something else) that would be great...

04 April 2007, 04:23 AM
ok i'm gonna try my luck here is what happenes when I try to bring it back into maya... not sure why but I'm trying to render in mental ray...

any help?

04 April 2007, 06:58 AM
ok well I fixed it... the problem was that I was using NURBS surface approx... instead of polygon subdivision approx. that made the exploded head... lol... it was making me mad... now I'm kicking myself for it...

thanks anyway... still let me know what you think of my model...

04 April 2007, 04:23 PM
The reason the faces explode like that when you export your mesh out of ZBrush and import back to maya is because the obj has hard normals on all the edges. When you use the approximation settings on hard edged surfaces, it causes them to separate when the displacement is applied. Just select the mesh and soften the normals and all of the displacements will work correctly. I had this exact same problem when I first started exporting meshes back out of ZBrush and it drove me crazy.

04 April 2007, 06:32 PM
Roberto's Bullhorn: One week to go! (

Just an FYI.


05 May 2007, 02:37 AM











I have worked hard on this project. I am glad that I took part in this challenge. It gave me a chance to learn things that I probably wouldn't have done until the next challenge. It has also given me some insight on what I need to work on. And that I still have a long way to go. This has to be the best model that I created.

I know that the beauty render doesn't match any of the scenes in the movie. Though I did model him in the time frame the movie was made. I hope that that was ok.

Anyway I did learn alot. I hope this is to your liking. I would like to hear your comments on my thread. Tell me what you think of it.

05 May 2007, 02:40 PM
I'm bumping this because I really want to hear what people think of this model. I want to hear what people think I did wrong, what I did right. That it is a good model. That it needs more work. I realize that the texturing needs more work (that I can figure out on my own). But any tips would be nice.

Thanks in advance.

05 May 2007, 02:54 PM
Pretty two things that jump out at me are that the materials for the hair and espescially the eyes really are flat and lifeless. The eyes in a model are extremely crucial. Bad eyes brings down the whole model. Try and get more reflective and brighter looking eyes.

CGTalk Moderation
05 May 2007, 02:54 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.