Character: Male Head

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 10 October 2003   #1
Character: Male Head

This is an assignment due for class tommorrow so I was hoping for a quick run through by some fresh eyes.
-things i know i need to finish/fix:
-the ears
-the eyes

but I've always had trouble with making good eyes so if someone can give me some advice/tips/tutorials on those, it would be much appreciated.

Also any opinions on my topology would be helpful. Especially for the brow region. This will never be animated, but I would like to learn just the same.



For larger images:
Front 3/4

Last edited by Goon : 10 October 2003 at 08:01 AM.
 
Old 10 October 2003   #2
and here's a quick render
 
Old 10 October 2003   #3
Here is an update:

 
Old 10 October 2003   #4
I'm surprised that you haven't gotten any replies. The model is looking very strong so far. It's kind of hard to crit the ears since they aren't finished. As for the eyes, pay real close attention to your side view. make sure that both lids portrude forwared enough so that they will close completely around an eye-ball. Also watch the top of the briidge of the nose. It seems kind of narrow and un-natural.

Akil
__________________
work hard always!
www.mylifedesign.com
 
Old 10 October 2003   #5
thx mate!

I'm not completely sure what you mean by the nose bridge being too thin, but I need to rework that area anyway as I just realized the deformation is incorrect. So I'll see if I can find some ref to support that.

As for the eyes, I've always had trouble with those and will be ripping them apart shortly. You say that they should be thicker so that there is no gap between the eyelid and the eye. Should I just intersect the surfaces?
Also for animation how edge heavy should the upper eyelids be so they deform correctly?
 
Old 10 October 2003   #6
at the very top of the nose, at the brow in your first set of images. It narrows up a little to thin. A small point but it could mak a big difference. As for the eyes you should probably model them half closed as your normal reference point. Almost like he's thinking hard about something! Then just make a blend shape that closes them and then another that makes them open wide. You need at least three flow lines so that the lid looks normal when it wraps around the front of the eye. You don't want any intersecting surfaces! That's the last thing you want to do. If you want to bunch up the lid when it open, give youself an extra flow line and do it in the blend shape. Hope this helps.

Akil
__________________
work hard always!
www.mylifedesign.com
 
Old 11 November 2003   #7
You definitely need to study up on classical drawing proportions. Like the face being five eyes wide and the eyes being midway up the head. I'd say your fella there has some unusually wide eyes. And quite deeply set. That may be a stylisting thing though. He's not supposd to be a super generic dude is he? One thing about the eyes is the outer corner. Look in the mirror and note how they overlap at the intersection. Squint. Will your model squint well? Etc, etc--there are hundreds of points like that on the face & body.

The mouth and lower nose are great, by the way. I wouldn't touch them at all.

It also looks like you heavily refined your topo on the last pic--can we see it.

I'd refer you to links, but I dont use the web for that; I have a bunch of illustration and drawing books and I have drawn so many hundreds of faces it comes naturally.

An excellent reference for getting your deformations correct is the mirror. Or, take pictures of yourself making funny faces, print them out lightly, and draw over the deformation lines with quads.
__________________
 
Old 11 November 2003   #8
Thanks for the comments Akildee and pur9e.
I ran it through the general proportions, and unless I have extra large eyes, everything is nearly okay. The head is a little thin, I just fixed that (not in this series of pics. And I'm working through the eyes.

Here are some pics (pur9e: fyi the strange wireframe is from maya's subd solution. just in case xsi doesnt have the equivelent)
 
Old 11 November 2003   #9
You definately have the eyes too wide. There should be an eye width between the eyes as well as the outside corner of the eyes and the outside of the skull.

The chin is also a problematic area. It just out without the proper supporting bone and tissue. Watch the jaw line, feel your own, and then translate that to the model.

I have to say, I really like the profile for the most part. Very strong, almost roman features.

Obviously, the ears need some work as well. I'd wager to say that they are pretty tiny to fit the proportions you have there. I'd double their size.

Also, the brows come to toom much of a taper towards the outside of the skull.

-3DZ

__________________
Now with more ninjas!
 
Old 11 November 2003   #10
http://www.phototour.minneapolis.mn.us/pics/1849.jpg

check out this pic. this all i meant about where the brow conects with the nose. A normal man has a flat plane there. and right now, your bridge at the top of the nose is really, really, really skinny. Once you fix this your model will be much better.

akil
__________________
work hard always!
www.mylifedesign.com
 
Old 11 November 2003   #11
Thanks for the comments 3dZealot and Akildee.

I'm going to be really busy for the next two weeks but after that I'll go work through your comments and post an update.
 
Old 01 January 2006   #12
Thread automatically closed

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.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 10:36 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.