Hi yassein,
Havenât forgotten you
- going to try a bit of a paintover now if you donât mind. 
Hi yassein,
Havenât forgotten you
- going to try a bit of a paintover now if you donât mind. 
My apologies for the delayâŚ
Here are a few minor suggestions, hope it helps:

[left]The thing I notice right away is the arch of the lips is wrong - it gives her the look of having a hare lip.
Check out this reference of a mouth:
http://www.uoregon.edu/~nsilva/nicolle/rachel-mouth-3.4.jpg
Also the little hollow beneath the nose is a bit too prominent, and the ears I think a bit too low. The bottom of the ears should align with the bottom of the nose, and the top of the ears with the eyebrow approximately.
I think also the area where the nose meets the brow may be a bit wide, but thatâs mainly a judgement call. Hope this helps. 
[/left]
hi Rebeccak
yes thats it :bounce:
i begin to understand why i feel the model is so string
i`ll fix the points as you pic and back to you
thanks Rebeccak
and sorry for my bad english
yassein,
I think this is looking better - the thing I would note is that the mouth looks a bit small for the face (and this may just be a note for the future, I donât know how easily you can adjust it here)
but something you might be able to fix is the relatively long length of the face - the forehead and chin seem very long - the eyes should be roughly in the middle of the face - I think if you are going for a more cartoonish look it is fine to exxaggerate, but for a more realistic look you might want to lessen the long look of the overall head.
Hope this helps! 
hi rebeccak
actully the deform tools can do any thing
i feel that im the problem :sad:
this is what i have now
if you paintover it , i can do more changes
thank you rebeccak for your support

I think youâre on the right track here - itâs looking pretty good.
The one thing I might suggest is narrowing the top of the bridge of the nose, where it seems kind of wide. Other that that I think that at least from the front view things are looking a lot better. 
hi rebeccak
that is the modeling of the body of the charcter iam working on it
i just want your advice about it before attaching it to the head
thanks alot rebeccak for your kind help

No problem.
Hmm, what does this look like smoothed?
Also, I can move and rename your thread to âAnatomy Thread of yassein - 3Dâ to this area of the forum:
Personal Anatomy & Sketchbook Threads
http://forums.cgsociety.org/forumdisplay.php?f=200a
where you can get advice and feedback on a number of different projects in the same thread if you like. 
hello rebeccak ,
i will send the smoothed pic of the model as soon as possible
as iam not on my pc now
and it is ok for moving my thread as you recommended
thanks alot rebeccak 
No problem - Iâve now moved your thread. Definitely check out the threads of Intervain, Anandpg, Thomasphoenix, Claybub, and others here with 3D threads - a lot of other people can offer you useful advice. 
Cheers
Hi Yasser. It might be helpful if you included a few different views when youâre posting for critique. A front view, and a side view are invaluable in seeing how the silhouette is, and another 3/4 view would be great. When you get âcloseâ with the model itâs also worth rendering out a 360 degree spin around the model to really see any issues (which you could host on YouTube, or similar, for critique). For a pure anatomy critique a few shots without the costume would be helpful (but do include a few pictures with it, the chestplate in your piece will have the breast in different position then they would be naturally). Also itâd be good to go over what the character will be used for in the end. A character destined for a game engine will have very different treatment from one that is meant for HDTV.
Without a front and side I find it a bit hard to judge the over all proportions. Some of the specifics do jump out at me. At the base of the neck the muscles rarely show unless there is a lot of tension in the character â at the same time the collarbone is not very heavily defined, and if it were it would make for a nice strong line to contrast with the curvy armour nearby. The breast look a bit heavy and spherical to me. Needless to say there is a ton of breast reference available on the internet, but try to get some that is reasonably natural â a warrior woman usually should not be at risk of tipping over ;).
I find the unsmoothed quite a bit clearer to look at. That says to me that youâre recognizing the areas that need to show up, but you need to get your workflow set up to deal with the softening that happens with smoothing. An example of that happens in the boot. In the low poly version it reads as a fashionable boot with long toes, in the high poly version the top of the boot (which is normally rounded) almost looks concave, and a bit unnatural.
Youâre making great strides in developing a full character here. When you get a bit more definition in your edgeloops, so that the musculature pops after the smoothing, people will be able to address specific anatomy issues. Congrats on a solid start 
hi kary 
this is front and side view of my model
i make this model just cose i see what they did in final fantsy 
and i hope some day i do something like that
this model is not for any work ⌠it is just for learning :deal:
thank you kary and rebeccak for all your advice
and i hope this work is finshing good with learning new things
Hi yassein!
first of all the final fantasy models are quite advanced and itâs nice to see you striving for that quality but keep in mind that the people working on them have quite a bit of experience [doing worse things ;0] behind them
We all have to start at the beginning and will never start with a movie quality for sure unless weâre gods 
Good start on your model! The things that immediately jumped at me are the hard edges! This is an organic model and you can never see distinctive edges on a body, even though there are collar bones poking out and things like that⌠So Iâd suggest softening everything up quite a bit, which will make all the difference!
a great thing to do as well, I find, is to make a capture of your model, put it in photoshop - duplicate the layer and put it through the liquify toolâs hell - just start adjusting things while looking at anatomy and human references! look at the lines whatâs wrong, the proportions and such as if you were painting it! You can also draw a bit by picking the colours from the image itself⌠then just turn that layer on and off and compare to the original - it will help enormously to do that often!
As for the face - thatâs never easy so cheer up - youâll make it! The mouthâs width is from the middle of one eye to the middle of the other - usually - so you have to make yourâs wider for starters
Youâre also making the typical mistake every beginner does [ this is a been there, done that comment ;)], which is flattening the head since youâre using only front and side roto images!
look at your head from the bottom, or top and make sure that the nose and ears create almost a triangle - the cheeks are sloping towards the ears 
hope I could help at least a bit and hope you donât mind my honesty :)! Keep going ![]()