View Full Version : Wip Adjani (she is a female head on a body which is missing)

01 January 2002, 06:10 PM
Getting my idea from an old thread at spiraloid, I tried to make a fairly good likeness. The hair is almost done (probably next week tops) its not perfect and the eyebrows need some work, the wrinkles have to be added and the tear ducts are missing but it will give you a good idea. You can crit either the text. or the model since both are still in symetry.

Thank you very much,


01 January 2002, 10:34 PM
YESSS! I got a reply . . . ohhh it was just me, now this is a little embarassing ;) I guess it was just so horrible a title that no one took it serously and when they opened it up, did not wait for the pictures :) I'll post a couple of updates soon under a new thread but I kinda want just a Little , a smidge, a pinch, a spec, an atom, maybe just an electron of feedback. I will take it most here have been busy but a quick "change this" or "that" will do.



BTW what would a better title be ?

01 January 2002, 01:12 AM
its a pretty nice head so far, but i don't think it's done enough to texture yet, it needs things, such as ears

-the nose is kinda big for a woman

-the eye textures are nice

what's it modeled in?

01 January 2002, 02:38 AM
ouch.. very hard to catch the subtilities of her face, huh? well err good luck :D :D for now her nose and all face should be a little larger and flat...

01 January 2002, 10:32 PM
Thanks for the replys I tried to incorporate as much said as I could.

Givetommy, I'm kinda getting lazy on the ears, so I'm going to attempt to just model the hair and the lower parts of ears sticking out (see right ref picture). About the textures, I really just got a little bored. I corrected the nose. It's modeled in Cinema 4D XL 7.

Pascal, er... her nose needs to be bigger? I did try to "flatten" the face etc. a bit. Hopefully it will be a little more subtle this time around (I actually had to sub-divide: too many vertices to just add "edgeloops".) Well she's French so perhaps you guys could talk :)

See you both and thanks for responding.


01 January 2002, 10:55 PM
Very cool. There seems to be a pinch on the corners of her eyes. and there are some wrinkles above her mouth. That area is also a bit puffy. The skin texture is a bit "flat" in color. Maybe add some reds in her cheeks, around hers eyes, and nasal area to make it look like the blood is flowing :) Add a specular map and she will be the bomb. Spec maps always seem to make stuff look cool. Put just enough time on making your spec map, as you do with your color map and it will make it jump up to that next level :) Very nice model. This is one of the nicest head models I've seen using Cinema 4d. Definately keep us posted.

01 January 2002, 11:56 PM
Thanks for the very quick reply, you managed to get me before I got off! In fact I thought the little problems were quite fixable oversights so here you go:
And the reference so not as much scrolling is needed:

I defintely agree about the color, I origianlly had too much of it, then toned it back, now I'll add just a little more. I do have a spec map, but as you said it was quite rapidly done, and I'll ajust the contrast etc. and add some mroe detail so it jumps! I'll adress the puffyness a little more later on, and the eye conor still needs a little tweeking, but I think the fill light might smooth it out a bit more . . .

Thanks again,


01 January 2002, 12:50 AM
quick color and spec map test, much places to corect in that map, sides on the noses, etc. still all comments will be greatly welcomed on both the the color (just the nose and cheeks changed from above) and the model. Abit of playing around w/ layers sorry:
I liked how the burn incorporated some flesh tones into the shadows. Also sorry for the darkness, it is always hard to be sure what gamma looks good ;)

Thanks for all the replys so far, only a little more (I promise just another week) for the hair and shoulders (no plug-ins avalable :()

See you,


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