|12 December 2012||#1|
Hey guys, I'm working on a female head. Haven't done one in a while, so I'm rusty. I've got some severe anatomy issues here, so please crit!
|12 December 2012||#6|
Lord of the postsportfolio
Hobbyist not Hobbit
Join Date: Jul 2004
There is a lot of things to be improved. But I begin by saying go through these in order.
1) Start with proportion.
Get the correct position, size of key features like eyes, nose, mouth & their position & proportion in the face. Use the minimum meshs as possible, as its easier to define the proportion with a less dense geometry.
2) Then get the base shapes correct. Do not be concern for details at this moment, just make sure good base to being more detailing.
Make sure the meshes topology are well spread & shape if you intend to use sculpting software later.
3) Only then should you detail. Only subdivide a mesh when you can no longer improve the detail in the poly level. If you feel the need to readjust the proportion, try to do it with the lowest division level possible.
Yes, many people have seen videos of speed sculpting on the net on how someone divide the mesh into millions of polygon & start sculpting the shape from there. It only works when you have reach a certain level of mastery. For the rest of us, building slowly from simple shape to gradually higher details are the better approach, in my opinion anyway.
My WIP Thread:
Next Gen Lara Croft 3D Model Fanart
|12 December 2012||#7|
Lead Character Artist
Microsoft - Gears of War
I would recommend using some 3D.sk images or something to that affect to get proportions as close as possible. Achieving realistic heads and proportions takes time, and without proper reference its very tough.. Try gathering some head images form all angles and go from there..
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