General Q: Start with basic head model?

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  10 October 2009
Question General Q: Start with basic head model?

I'm super new to 3D but have some sculpting experience and 2D skills. I'd like to do some carricatures (only slightly exeggarated) and I'm wondering if it's a good idea to find a standard base head (maybe one male and one female) and deform them till they look like the real person or if I should start from scratch.

All faces have more or less the same parts (eye lids, nostris etc.), so I'd save the time of doing that all over again.

What's your opinion/experience?

Thanks a lot!
  10 October 2009
Seriously, nobody has anny comment on this?
  10 October 2009
hello eswi!

I'm not a modeller, I'm a 2d designer. But I would think that it would be easier and more efficient to start each caricature nearly from scratch. Because each head will be completely different - even though the basic structural points are the same - my feeling is that it would be more intuitive to build each head from new rather than to try to adapt an existing or purchased head mesh. I don't think pushing and pulling polygons around on a standard head to make it look like a unique individual is going to be either easy or much fun, whereas if you had a very very simple and basic head model that you can then develop and work on for each character, you can sculpt in the character as you go.

It's an interesting question though. I would very much like to see where you get to in the project.

All the best

  10 October 2009

This may be the wrong forum for 3D stuff, but I personally start with a base mesh that I made.

Male or Female won't make a difference as such characteristics would be sculpted on. you can use ZSpheres (if you're using Zbrush) to make up a head if you have no plans to animate.

all in all, if it turns out as you want it don't stress out about techniques
My Art Blog: GolemShaper
(I'll actually update it, I swear!)

Last edited by ansemsnobody : 10 October 2009 at 11:53 PM.
  12 December 2009
3D Modelling

I agree with the last post;

Go with whatever your happiest doing.

Though i personally wouldnt use a base mesh and stretch it unless it was minute changes being made. Reason being the heads topology is pretty complex if your going for an accurate representation so when you alter the cheek bones for example its going to alter the surrounding curves on other features. By the time you've pushed and pulled a face to suit another character your likely to have a very misshaped head.
  12 December 2009
I understand, thank you very much for the detailed answers!
  12 December 2009
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