HMC #22: Classic Self Portrait: Per Kristian Tvete


#1

Yes, I know, strange name.
Well, this is a very interesting challenge, I think I will try it out :smiley:

This is what I am going for:


#2

I am not sure if it’s the best way, but I’m going to model myself after some neutral looking pictures, then tweek the emotion in there afterwards.

This is what I got so far:
EDITED


#3

Great start, nice topology.


#4

Thanks man! :smiley:

Here is a little more work.
I know, it’s obvious, I need more work on the ear, it lacks detail, and it’s not really simmilar to mine.

But I find it very hard to exploit the amount of polys I got to work with around the ear.

Anyway, here it is:


#5

a really nice, romantic image you’ve chosen! Would be lovely to see it rendered exactly like it :). One thing that I could say since I can see your picture is the jaw bones. You have very pronounced jaw bones and your model is missing it. I think it would add a lot of character. Keep it coming!


#6

A nice start, but i too think the model is missing a lot of detail that make the characteristics of a face.
Looking at the perspective photo of yourself, i think you modeled the mouth too narrow. Probably due to some disformed reference photo’s (this is almost always a problem).

For the mouth and it’s width, you should investigate the degree of angle from the side of the nostril to the end corner of the mouth. You’ll see that angle doesn’t match.
And i think the front part of the nose - the part that goes from the tip of the nose to inbetween the eyes - is a bit too wide.


#7

Intervain - Thanks man, yeah, it would be cool, not sure if my rendering skills can come up with that style, but I promis to do my best :stuck_out_tongue:
And thanks for the crit, yeah, I see it now, I will fix it on my next session.

Nothingness
- Thanks for the crit man! Yeah, I think I will take the model into zbrush or mudbox when the basemesh is done to add some extra detail. And I will deffenatly take a closer look at the points you pointed out.


#8

Added a bit more detail to the ear, made the nose less wide, made the mouth a bit wider, and made the jaw bone more destinctive.
Also tweeked the brows a bit.


#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: