Character: Facial study


#1

Heya CGtalkers. I’ve been working on this model over the last couple of days, and allready postet this on other forums. I hope you people would give me suggestions to improve both the model and the texture.

The “lowpoly” cage was modelled in 3dsmax, and allmost totally rescupltured in zbrush. The render was made in Zbrush. The shader i’m using is based on great Antropus skin tutorial (which can be found here).

  I hope you like it :)
  

Latest torso update:

Latest head update:

First picture:
  
  Click for larger image...
  
  
  And here's a small list of the progress (latest first):
  [http://www.kevinandersson.com/3dmaxer/screenshot.jpg](http://www.kevinandersson.com/3dmaxer/screenshot.jpg)
  [http://www.kevinandersson.com/3dmaxer/heads_bigmockup_b.jpg](http://www.kevinandersson.com/3dmaxer/heads_bigmockup_b.jpg)
  [http://www.kevinandersson.com/3dmaxer/newears_big.jpg](http://www.kevinandersson.com/3dmaxer/newears_big.jpg)

#2

very good model!!


#3

APOLLO_00_00
Thanx man.
Here’s a small update (screendumps from Z):


#4


Just bumping the thread


#5

hey there man… first thig i said when i saw the skin was “ohh sweet” so thats my first reaction, my second reaction nice subtle Z brush work… good job!.. looking forward to seeing more updates… what additions are there to this ?


#6

Hey orangefisk,

Thats a very nice job. Your modeling/texturing is really cool. Are you going to rig/ animate it?

I’m only a newbie, but to offer my 2 cents, the specular highlight on the first render you posted seems a bit too strong. Did you use sub surface scattering in that render? what did you render with? The skin bump map is very realistic.


#7

Well… I ran into some minor problems today regarding the model. When i was detailing th model yesterday i deleted the two lowest subdevisions, to get enough memory to raise the density of the mesh. While Zbrush was doing so, and I thought everything was okay, my model actually got screwed up.

This meant that I wasn’t able to construct the base cage again. Hmm. This gave me two options. 1. Keep the model as it is, with all the detailing i made yesterday, and live with the minor errors in the base model. Or 2. to get the old model, remodel most of the mesh, and have a nice clean surface… I choose the latter one. This also means that all my detailing is lost due bad unwrapping in the base mesh.

But then again; now i’ve got a nice base model + I unwrapped it properly. As you see the mouth has changed; primary because i now unwrapped the inside of models mouth now.

Damn old mesh:

New model:

More angles:
http://www.kevinandersson.com/3dmaxer/problems.jpg

Oh well - sh*t happens.

Neeno
Thanx man :slight_smile:

Sontaran
Well actually i’ve been talking to a friend of mine today; and he was asking me if he could rig the face. So yes probably, it will be animated.
I know the spec is pretty high right now - but it was only a testrender to see how the shader / texture worked. I didn’t use sss, the effect was made by adding a few strokes of red over the ears in photoshop :slight_smile:
I used Zbrush render.


#8

nice model


#9

Name_less
Hey thanx :slight_smile:

Here’s a small update:


#10

Heres another update - i keep finding small flaws in the model, but i promise to move on to texturing / bumpmapping soon

More fine detailing in the main model:

(Click this to get a gigantic mockup)


#11

While a friend of mine is setting up some rigging i’ve spend some time on this little thing. It’s still bigtime wip, just trying to get some shapes in place.


(image is linking to a bigger image)


#12

Here’s a little body update


#13

Insane model, can’t wait to see more. Curious about your technique, how was this modelled in the beginning, box modelled,Nurbs, editable spine before being brought into Zbrush? Keep up the good work!


#14

Looks pretty good. Two things that jump at me immediately though are the biceps look too small; and I don’t think the split in forearm goes straight like that, I believe the muscles twist so that split would not be as straight as you have it (try flexing your forearms, you’ll see the twisting). Can’t wait to see more.


#15

:slight_smile:
Hi - thanx alot for your replies!

Romero
Well, i use 3dsmax for the base mesh, primary extruding edge after edge, and pushing around a few thousand verticles :smiley:
After i get some kind of basic shape i export the model into Z, doing a lot of adjustments, and then back to 3dsmax again for optimizing the model further. It’s often hard to see if the model will work in higher subdevisions, and if the general flow is working.

ace4016
Hi thanx for pointing out - I hope you like the new model :slight_smile:


(Click for bigger image)

A friend of mine finally started rigging the face; the current state looks like this:


#16

Mr Micro.
Thanx alot for commenting - but i wouldn’t say superb, I still have a lot to learn

Here’s an update of the facial rig, below is also a test of how it works, without the head though. Just want to keep you folks updated
Model updates comming along tomorrow i would think.

Test animation


#17

I just a new test with the rig above. Notice this test is only with the envelopes turned on; no skinning has been done yet, nor any adjustments to either the rig nor the skinning

[font=tahoma,verdana][/font][font=tahoma,verdana]http://www.3d-designer.dk/tunFace_02_fastSkin.avi[/font]


#18

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.