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Old 07-24-2007, 11:09 AM   #31
erilaz
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Martin Brennand
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Quote:
Originally Posted by Nothingness
hey erilaz!

great start on the head.

i don't wanna be naggy, but i could suggest a few tweeks to the low poly head before you continue on detailing in zbrush.
The thing is, i would make some adjustments to the mesh so that most of the polys of the face has kind of an equal size. For example, the 3 loops on the forhead could be spread more so they devide the forehead more evenly. This is important cays you will propably model lots of wrinkles. And you will need a high subdivision number to get enough polys on the forehead to do so. But then you will have about 4 times more polys at the chin and throat while you don't need that much.

so i would even delete the loop that goed arount the chin. This would make it less dence.
And last but not least: get a little more volume in the ear. Have a look at a lot of photo's and try to get a picture in your head how it should be to you. Then try to shape it to the image you have in mind.


cheers


Thanks Nico, this is exactly the sort of stuff I love to hear! Good solid opinion and critique. The spacing is something i'm looking into right now. I'm not too fussed about the top of the forehead, as the gent will be wearing a hat quite low over his eyes, but it's a good practice and I should be following it anyway!
As for the ear, yes you're right, it was a bit rushed. It's actually modelled off my own ear, but i've seen some major flaws in it now that i've gone back over it (the model ear, not my own!). This is the problem with working in low-poly for so long... the high res stuff scares the crap out of me!

In retrospect I've gone back to the base mesh to add the body first. I think I need to block in his suit and so forth to get a good idea of how i'm going to position the head and the rest of his gesture.
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Old 07-24-2007, 04:32 PM   #32
Nothingness
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Nico Strobbe
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nice you appreciate hard critique!

i wish i got some on my thread instead of just small talk.
I'm not really a big zbrusher, but depending on what you do, you need to figuere out what's best. I always spend too much time on the low poly model and make sure the detail and shape are correct. This has the disadvantage that you need a clean mesh and quads to be able to get to zbrush. But trust me, it becomes easyer after practice.


cheers and much fun!
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Old 07-25-2007, 10:16 AM   #33
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Peter Barati
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Thumbs up fish

Cool idea. Will you make different kind of fishes or other water animal?
 
Old 07-27-2007, 07:26 AM   #34
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Stephane Brouty
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Hey Martin ,

Sweet sculpting , I really like the peaceful grin he got on his face ... the exact opposite of mine when I'm fishing , frustruated of catching always nothing

Can't wait for more ,

cheers ,

-Zapan
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Old 07-31-2007, 10:42 AM   #35
erilaz
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Martin Brennand
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Modeling: It's all about the flow



So, back to the head we go! More loops, more refinement, and a better ear.
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Old 07-31-2007, 10:49 AM   #36
erilaz
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Martin Brennand
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Nothingness: Yeah... exactly. I get too eager to move on... damn excitement and all that!
SlaveOfMaya: I'm modelling a jellyfish as we speak!
Zapan: Ah, but when you SKY fish, you're looking at the clouds, so it's far more relaxing.
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Old 07-31-2007, 10:49 AM   #37
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