HMC #22: Classic Self Portrait: Per Kristian Tvete


#9

A little bump map test.


#10


#11

Great progress already!

But before you get too far with the work on the head, i might advice to do just a little more work on the head first.
The top part of the nostrils need some attention, and the top triangle above the nose and between the eyebrows is kinda missing. If you look at the picture of yourself, you see a kind of almost triangle shape with the wide part between the eyebrows, and the thin part between the inner sides of the eyes. These are the kind of shapes that make the characteristics of a face.
Plus you got some strange shape in the forehead. It’s not flat enough to my opinion. You can see it clearly in the last render with the glossiness on it.
Last remark: i think the jawbone needs to be wider.

cheers


#12

Nothingness - Hehe, I know man, I just couldn’t help myself from starting on the clothes.
I’m far from done with the head :stuck_out_tongue:
And your perfectly correct on every crit.
I have done tweeks on all of the ones you pointed out.
I myself think it looks alot better. Thanks alot for your post!


#13

very nice update, now that looks much better :thumbsup:


#14

one thing that strikes me is the eyelids - that’s something a lot of people forget about… you have deep set eyes but you still have got upper eyelids and your model is kinda lacking them right now ;)… also defining the lower ones a bit more would help IMO Personally I’d also push the corner of the mouth a bit further to the back of the head…


#15

ah, and i think you nose is a little flatter on the tip, nealry slightly carved in and the bridge of your nose also, a little wider, harder edged, flat? as far as i can tell from you perspective foto :wink:


#16

Thanks moonangel and Intervain
Really helpful comments from both of you.
I figured it would probebly just be more simple to take the model into mudbox and tweek it there, then to adjust it perfectly in max.

So I did, taken all of your points in consideration.

I have used a great deal of time to get the eyelids better, and I tweeked the mouth aswell.
I have aslo fixed the forehead and nose.

Been sitting with a mirror instead of just my photos for some hours, it really helped.

So this is what I got so far:


#17

And a, more like the original picture, pose of the model so far.
Did a little skin texture work.


#18

Finally unwrapped my head :smiley:
Baked a normal from the highpoly to a mid-res poly head in max. Alot easier to work with 5k instead of 900k :stuck_out_tongue:

Here is a pic with the normalmap, and the one on the right got a little diffuse I have been trying out.
Keep in mind that I’m going for a painting look, not a realistic one, hehe.
Maybe I’ll use the model for a more realistic render some other time.

And the hair is just a base for the real volume hair (planes with alphamaps on is my idea so far.)


#19

nice progress, but what the heck happened with the texture of the face?
I think if you make some more pictures of yourself and experimant with projection master for zbrush, you could get some very nice textures ready for painted looks.


#20

Yeah, the texture looks messy and it’s in a bad quality now, but I’m making a base from the style the reference painting is in. Then I was thinking of adding layers and making it more detailed.
I would like to know how projection master works, I have tried a couple of times, but I haven’t gotten used to Zbrush yet.
But thanks alot for the comment :slight_smile:

This is the diffuse map so far:


#21

I think the best way would be just to texture it without the ‘painting cracks’ - just simple semi-realistic texture and do the painting effect in post… that way it will be uniform across the whole image like the real painting would have - just a thought + it would probably be much easier for you


#22

Yeah,
the cracks have a flat pattern due to the flatness of the canvas. Putting it in your texture makes the head the canvas which is not what you need.
Better do it afterwards in photoshop or something.


#23

Hmm… thats true, I just thought maybe post work in photoshop would be kind of “cheating” hehe :stuck_out_tongue:

But if thats allowed, I’d totally go for it


#24

I need to work more on the ear texture, and the lighting ofcourse (this is just a simple test).
And the normal map around the mouth need some more work.

But I started on a new texture as you suggested, I think it was a smart tip :stuck_out_tongue:


#25

Good work on the new textures.

Although in this pose/render it looks like the eyes are too high ore the forehead is not high enough. Could be the distortion of the camera.

Anyway, keep in mind that any kind of photoshop (textures or post-effects) are normally not included into the judging of your character. Mainly you will have to show an image of the model without any textures (except displacement) or maybe bump but don’t know it that’s alloud.


#26

Thanks again for commenting Nothingness
Yeah, the camera is distorting the model a little, the model is the same as before.
And I’m awear that they will not take texturing into the judgement, but I need the texture training, and it does alot to the model, so I can’t help myself :stuck_out_tongue:

Fixed a better render and some texture work on the ear and added some hair:


#27


#28

Lookin good, the likeness is certainly there. I like the start on the clothes too. People really used to put a lot more into getting dressed in the morning back before our time.

One small small thing that I keep seeing though is in the ears. I think you could maybe put a tiny bit more work into them. The general shape is there but I feel like the the exterior curved part that I circled here

feels a little flat, I think if you just put maybe 5 minutes in on the ears you could get the volume a little bit better. They are good, and very close, but especially with the way that you textured it, in the render it makes it look kind of the it’s all texture that is defining some of the curves. Could be just me though, hope that makes sense.