HMC 22: Classic Self Portrait - Paul Robinson


#67

head tilted, turned and disgruntled…now with proper eyes…much happier with it now, still have to reposition the headphones though


#68

heck yeah! this is way better with the posed face and expression. The jacket seems less realistic than the rest of it, did take a picture with your jacket on? That might help. I know you are probably still working on it, adding a zipper might be cool.


#69

thanks deanna, i’ve still got a long way to go on the jacket…it’s supposed to be cold here tomorrow so hopefully i’ll be able to put it on and look at my webcam again to get it right…lol…


#70

wow, it is really Impressive !

I like a look of your face ,

my concept is music too !

anyway good job so far , nice work !


#71

worked on the clothing some more and reposition the headphones


#72

Thats a really nice peice man!


#73

was just playing around with the rendering in zbrush and put a few passes together to come up with this, i’m trying to get a similar moody look to whats in my ref…


#74

nice I think a bit more tilt to the head would give him a bit more character - so he looks more down like the Beethoven sculpture also I think giving the hair more variation - more thinner hair strands in the current structure - since you have small hairs on the face it would make it more cohesive as a whole… keep going:)


#75

thanks Magda, i took your ideas on board and tilted the head more and started adding some detail to the hair (will put up a full picture once the hair is done)

i’m thinking i might have to retopo the head soon as i had to go up to 8 million polys to get the hair like it is but even then its still faceting a bit…


#76

okay here’s the full shot of where my model stands at the moment, bigger render this time…

throws crits, suggestions and whatever at me about what i could add/change/make better


#77

First thing you need to do now is bump it up one more level to smooth out the aliasing on the hair but that’s no biggy.

Looking really good Robo. You’ve done a good job matching the mood of the original.


#78

Well, since you ask anyway,

i still think there is a little more work needed around the eyes. I think the eyes themself (maybe not the eyeball) is proportionally too big for the head, and that makes the shape around it not really correct. Then between the eye and the nostril, is a strange shape. It looks more like a brush-stroke than a certain skin-fold.

Oh, and a little more detail so smooth out the ussues at the top hair. Then you could also create some more refined facial hair as well.


#79

the problem i have with the faceting on the hair is that i had to bump the model up to 8 million polys just to get that detail…i don’t know if my computer could handle another sub-d level…

would doing a retopo and adding extra geo in be a good idea in this situation? I’m still relatively new to Zbrush so I don’t know all the little tricks and such to get the most out off your model efficiently…

i’ll try shrinking the eyes a tiny bit to see if that helps, and i see what you mean about the bit between the eye and the nose, will fix that up…

thanks for the crits guys…


#80

I think a retopo will be just great. This also makes the poly-count higher so be careful with it. Maintly, just check how many subdivisions you have, and you can do a pro-calculation of what you’ll end up with.
Thing you need to know about zbrush and retopo is: make sure your model has as little holes in the mesh as possible. They are such a hell to fix.


#81

well i should be alright with the holes because the whole model (apart from the headphone and base) is just the one mesh, no subtools…


#82

Rather than retopo you can extract a portion of your mesh if you like. I don’t currently have ZB on hand right now, however with a google search you could find out how. If you select the hair polys with the lasso tool, you could extract the hair portion of the mesh and apply it as a subtool. This could potentially give you 1 more division for the head, and a few extra divisions for the hair, providing you with enough geometry in both areas.

Depending on how much time you have for this challenge, you could even do both options, and see which you like more. It would also give you practice using some of Zbrush’s less prolific, yet equally as powerful, traits.

-Rage


#83

y’know i quite like that mesh extraction idea…seems like it would be a lot quicker too…

will try it out tomorrow…i’ve been working on other models today to give myself a break…


#84

Main difference is: doing a retopo wil keep your model looking like 1 solid piece of material like a sculpture is usually made of. With a separate mesh you always get a more accentuated line between the subtools.


#85

:argh: Whoa, 8 million? That seems pretty high for what you are modeling. Not that the amount makes it better or worse. I haven’t seen any mesh or frame screens so I can only guess the problem is down to flow. So like everyone else is saying, fix that by retopologizing. If you modeled the whole thing in ZBrush without a base then I would guess that you have the grid pattern for your poly flow right now. For future reference the best way to handle that is to retopologize at a lower detail level so when you bump up the details the flow is still good.


#86

any progress? :wink: - thought I’d nudge ya on a bit