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  • #16
    Taper your cranium quite a bit more from the front and look at the side view, the upper back portion of your model almost comes to a point. It's starting to look nice though. Maybe get a couple more photos with a stocking or cap on to see the shape of your head.

    Other than the jaw, the facial structure looks really good. I think that the shader, though cool looking SSS,is obscuring allot of the details in your modeling. The nose area is modeled very nicely but you can't really see it with your shader and lighting. How are your reflections set up? If you're only using HDRI to light change to area lights until you get it modeled and shaded then work with HDRI while tweaking your render parameters.

    Keep it up,
    --Jon

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    • #17
      can you post a screenshot of your skin material settings?
      ____________________________________

      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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      • #18
        here is skin mat..

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        • #19
          here is a bit updated:

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          • #20
            eww j00 R t3h oogly! haha, its nice man, he looks a bit like a wax figure at a museum though. the flesh tones need a bit of work.

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            • #21
              Wow, this is looking much better!

              But i was right about the topology, you got it all wrong. You should really put this in observation when modelling something like a head - something that is bound to be deformed and animated.

              Checkout www.antropus.com for his head modelling tutorial, i think that you can find a great explanation about the topology and how the edge loops should follow it.

              You can checkout my head too (also a self portrait! my first head )

              I also missed some proportions since im not very familiar with human anatomy. I plan to buy the anatomy for artists book, although a lot of useful stuff can be found on www.fineart.sk.





              this is important, the edges around the mouth should follow it like this



              hope this helps too, the ear is one of the hardest things to model on the head


              its not that important to keep all polies quads on it, because it will hardly be deformed at all
              but all around, you should try to keep it in quads only

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              • #22
                hi dusan! thank you for uesfull coments and links! i`ll try to follow it. i agree with you about ear, i also think this is one of the hardest things to model. that is why i didn`t model it yet. and can you show your head without meshsmoth? this is very intresting for me.

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                • #23


                  --Jon

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                  • #24
                    To me the eyes look a little wide/large when compared with the lips. But looking good though! I couldn't even draw my face let alone model it!
                    Tim Nelson
                    timnelson3d.com

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                    • #25
                      hi! its me again.

                      my wrong topology

                      and ear. looks primitive, isn`t it?

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                      • #26
                        coming alot quite nicely. If the model isn't going to be animated, then its topology isn't nearly as important.
                        ____________________________________

                        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                        • #27
                          thanks

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                          • #28
                            Are you trying to "save" your actual look so in 20 years you will "load" your old "good" looking face?

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                            • #29
                              Derzhi 5

                              Lexa Blin kak slozhno golovu zadelat, molodec v nature

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                              • #30
                                hehe... spasibo. da ne ni4ego slojnogo, glavnoe eto gramotno zateksturit`.

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