recognize human modelling


#161

Texture:
no, i wouldn’t use that photo, it’s too dark anyway. I like the skin colour you are using for the head - perhaps slightly more yellow would be good IMO. Lips should be more pink (meant with blueish) and brighter, closer to the brightness of the skin.

Hair:
Why do you want to add the hair in postwork?

Above Colour Correction:
I used Image/Adjust/Levels (not shure about the correct terms - i have German version), than i desaturated the red tones just a little bit. Lips were cropped - colours adjusted separately and brightened.
:beer:


#162

hey, I was going through different threads and than this one. you guys are doing great.(y)

I might join you(ianlai). coz i will start a photo real modeling thing in near future :slight_smile:

best of luck. i like your work. and zokana you are doing great :slight_smile: . this thread is really helpfull.


#163

just update the hair,finally the area light work.i am not sure what’s happen, it should be the shadow
i think the head at the top should be rounder
i haven’t touch the texture of the face yet,but i will change it later

front hair

to zonaka
about the post work

i need to do it as post work because the render of the face is mental ray but the hair is using scanline (it treat the hair as atmosphere,not geometry)
although i can use mental ray(it treat the hair as something like geometry called mr_prim), but the result is not good with huge amount of time for rendering (at least 5 hours) and the hair material provided by the plugin is for the scanline

about the geometry
i think there are problems ,but still can’t figure out. just continue use other angle of reference to tune??

to shahabsy
i welcome everyone , thanks for your comment and zonaka really help me a lot


#164

hi,

it’s coming along great. what’re you using for hair? the hair system? ever try planes with hair texture?


#165

shahabsy: thanks, i’m just having fun by watching ianlai, who is showing us great work here.

ianlai: Hey, the model looks great with hair!

I understand the dificulties with rendering the hair. But the main problem with adding hair in postwork will be the lack of shadows on the face, which is anyway one of the major issues when trying to avoid CG-look. However, you can do it, but keep an eye on this.

here some suggestions about the hair (paintover with shadows):

[paintover removed]

A: more swing (curved)
B: less hair there and less regular
C: parting of the hair too far out and starting too high
D: shape at the top looks messy
E: more volume around the ears
F: a little more swing around the cheeks instead of hanging down straight

And here some more suggestions for fine tuning of the shape: red means less volume (concave) and green is for more volume.

[paintover removed]

G: The area right below the lower lip is sharply curved right now - curve should be softer and somewhat lower.
H: Jaw is the main problem zone left IMO. The curve next to the ears could be just a very little higher, and the whole jaw line could be somewhat refined as illustrated.
I: Corner of the lower lip is much better now. But upper lip needs a somewhat curvier shape there.

I think you don’t need to use more camera angles for the moment. But it would be nice to see the last view from below with the same (resp. similar) lighting as on the photo (especially to be able to compare the shape of the jaw).

Do you have already an idea about the final render?


#166

front with hair
i have done the correction of the hair
thanks for pointing out the problems
point C is quite trouble since i need to remake the grow surface
i have just made the correction of the hair,
haven’t touch the model yet

about the shadow
i made a shadow pass which is black and white and do PS work
the shadow pass can only be B&W so i use soft light so that the color tone can be the color of the skin

about the final render
i am not sure about the final render, still not the one that i want
but should be something the one u see
any suggestion?

thanks zonaka


#167

Yes, i can imagine the problem with ‘C’ - it needs a lot of work to correct it. But for the moment i wouldn’t spend much time on the hair - not before you know, how to do the final presentation.

Here some ideas, not needing too much work:

#1: with some kind of Far Eastern aesthetics. I have no idea what those letters mean - it’s just a kind of greeked text. background could be something dark, like a street in the night, the lights blurred.
[image removed]

#2: A very simple portrait with interesting lighting and nice colours. Most important would be the color mood, and lighting wouldn’t be that easy to do:
[image removed]

#3: My favorite, showing some action. Needs work.
[image removed]

Just some examples, hoping they might help you by getting your idea for the final picture.
:beer:


#168

i have changed the model and lighting
i am not sure about the lighting position
sidecamera16
i think the final one may be static (easy to make) like goddess
the most important is the model are look photo like erika

thanks for your suggestion
i still thinking but i don’t mind to have change if necessary about the hair


#169

i use Ornatrix (hairtrix)
for hair texture, i have thought about using opacity map but i am not good at painting texture and want to try using hair system


#170

thanks for the new lighting! Good changes, except the concave shape right below the lower lip - it looks still too sharp and too high. There seems to be a concave area on the jaw, right below the ear, but it might be just a shadow of the ear.(?)

what do you mean by “static like goddess”? do you mean straight frontal view with ‘neutral’ lighting, like now? you could do something like #2 without changing the expression…

in my opinion you should try to express the reason in your final render, why you have chosen Erika for this project. was it because you felt she is a goddess, or more because you found her sweet?

btw: you’ve posted twice the same link… :stuck_out_tongue:


#171

“here seems to be a concave area on the jaw, right below the ear, but it might be just a shadow of the ear”
it is the concave part , but i understand it is difficult to determine
i fix the lower lips tomorrow
i am worrying about the model, it can still have improvement especially at the front view
but it is really difficult to figure it out (are the lips too thick?), it may also due to lighting which can totally change the feeling of the model

i would like to make a little smile for the model like goddess (static:not moving like #3, althought i also think it is good)
simple lighting is enough , just want to make her natural

PS the link is the same(only one pic) because i add the name later so that we can related to it later

thanks zonaka
have a nice day:beer:


#172

try to soften the edges of the lips on your texture - it would make it easier to judge about the thickness.

could you post the view next time, which you want to use for the final presentation (incl the lighting you want to do)? And will there be any décolleté or shoulders?


#173

i think i can have several view of the model
but i concern is the front view and it should be one of the final render part
the lighting setup should be what u see now
there are four area lights which illuminate evenly
(and honestly i don’t have a good lighting experience)
it should be more or less the same as what u see

the most important thing is the model look the same as photo (the face)


#174

To be honest i’m wondering a little why you’ve asked for suggestions about the final set-up. With above proposals i was trying to show you some possibilities of getting an attractive presentation with a minimum of effort needed.

I understand that you are trying to keep the work more documentary, focusing on presenting your modeling skills. But lighting isn’t only there to illuminate - it’s vital to show the shape of something. That’s why photographers talk about “modeling lights”, when setting up the lighting.

Four equal lights from each side are the worst possible choice to show a shape.
Especially in a frontal view (which is the most boring viewing angle when showing a face) a good lighting is even more important to get the attention of the viewer.

Just my opinion.

I warmly recommend to look for tutorials about lighting.


#175

in fact i am still concentrating on the model so i haven’t think too much about the final render but it should be more or less like the one i render. i have the body part clothes and accessories…The head is the most important part . but there may also a full view of the body. so many of things here and i still need to rig the body
front
side camera 16

i understand some basic idea about key light,back light and fill light
and i am not sure visibly the problems about the lighting . i should clarify the even light from four side .
i am not meaning they are same intensity from four side( they are photometric light so even same intensity will still have difference intensity fall of on the model)
light setup
this lighting should be the final render setting, but i can still change it for better result, but the color tone of the light should be this one

the front of the head i would like to make one of the render one because i need to let others compare with the photo since not everyone know erika
and i may choose other camera which match the reference

i am sorry if i make u angry or disappointed, i am not sure because i still not satisfy with the model. hope u not mind

and i am finding some books about lighting

thanks again zonaka


#176

Hi Ianlai,

I think the lighting make the model looks flat, especially the left side of the face (right side of picture). The light seems to come from the front, as oppose to from the top.

I would suggest putting the main light higher, & either dim the light from the right, or simply switch it off.

As for the model, I think the curve from the ear to the chin is unnatural. The lips still looks a little flat. Otherwise, a good model, & looks convincing like Arika.


#177

thanks PKD i have changed the lighting
and still working on the model
front
camera 16


#178

hi,

looking good. there seems to be a sharp crease around the area of her jaw and neck, not sure if it’s your lighting but you need to soften that area, imo.


#179

long time haven’t update
i have make the jaw a little bit higher
soften the nose edge, it is a bit amazing that this consume me lots of time
and others…

front
half side
camera 16

to tastyUdon
yes it should be the lighting , i move the light higher and the shadow is sharper


#180

Very good update - jaw is better, and some great improvements around the eyes! :thumbsup:

What i don’t agree with, is your focusing on the view from below (cam 16) too much. Your model is matching the outlines of that photo very exactly, but you can’t be that sure about those camera settings to take that reference over the others! In my opinion your camera no.16 isn’t 100% the same as on the photo. A more precise adjustment would be only possible with exactly the same shape of the model, but before that the camera set-up is simply a random guess.(true for all cameras)

Some minor suggestions:
[paintover removed]

Nose:
Tip of the nose is too low (see cam 16, and side view).
Bridge is too low (see side view).
Concave curve of the bridge is too low - that curve is at a level with the upper line of the eyes (see side view!).
(Check also other side views of Erika)

Jaw:
Jaw line is definitely better, but could be sharper defined in the mid section (see blue area on the picture)

Eyes:
Area around the corners much better now! The eye lid is curved out nicely, but that curve could be wider inward (see blue area on picture)

Forehead:
The center is more domed (see blue area on picture, and check side view)

Lips:
the whole mouth area appears to be somewhat flat, but the shape can be hardly judged in the shadowless lighting.

Question for your next update with camera 16: could you please turn down the fill from her right side and from the back, and please try to get more highlights on the skin (reflection settings brighter and narrower i guess). It would make also easier to see the relief of the cheeks. (Don’t worry about overdone highlights - they are very useful when checking subtle shapes.)

The general impression is getting more and more Toda-like, but it’s time to get more independent of the outlines on photos. Look at the photos carefully and find the differences - without PS, just by guessing. Put your impression in concrete terms and do a new version, without being afraid of evtl throwing it away later. And if you think it’s more Toda-like, keep it, and don’t start to compare the outlines before going on.

Keep up the energy! :beer:

What about some more neck?