View Full Version : Head !?!?! (with properly placed edge loops ^^)
FubaR
15-09-2005, 08:02 PM
Hi.
This is my new Head I started. This time I tried really hard to set the edge loops on the right place. Just give you voice if you like it or not. Cya
http://people.freenet.de/das-steve/kopf_wip.jpg
Wireframe
http://people.freenet.de/das-steve/kopf_wip_wire.jpg
vladimirjp
15-09-2005, 10:19 PM
the loops are there indeed. but they are placed incorectly and spaced out too tightly.
edgeloops helps deformation look smoother, not always make the model look good.
keep on keepin' on.
use refs :beer:
RupertFaraway
15-09-2005, 10:41 PM
Make the eyesockets smaller and the nose wider and longer.
metallicjet66
15-09-2005, 10:55 PM
instead of makin ur own dude, try makin ur own ref, or get a ref, then everything will be in place
and ull do alot better
FubaR
16-09-2005, 01:23 PM
Originally posted by vladimirjp
the loops are there indeed. but they are placed incorectly and spaced out too tightly.
Maybe you could show me with a little painting on my picture, where I placed the loops incorrectly. I did it like on this picture
http://people.freenet.de/das-steve/poly_regions.jpg
matt4068
16-09-2005, 02:06 PM
you just need to sort out proportions, check out the size of that guys eyes compared you yours, and his noes and the distance between the bottom of his noes and his lips etc, u shud try using a reference image it will make it loads easier, take a photo of yourself or something or find a pic on the net
FubaR
16-09-2005, 02:22 PM
I followed your advice and took a reference. I moved the vertices in the right place, so the model fits the reference. I'll post a render later.
So far...
FubaR
17-09-2005, 12:19 PM
Update:
http://people.freenet.de/das-steve/kopf2_wip.jpg
MattTheMan
17-09-2005, 12:39 PM
AAAAAAAAAAH! Thats a step backwords! I liked the old one better!
Lt Jim
17-09-2005, 12:43 PM
My $.02 would be as follows:
If he's an alien humanoid, you can take whatever licenses you wish! If he's "homo sapiens", then I'd check the plane of his eyes for starters. On your model, it looks like both eyes are flat on rather than following the gentle curve of the skull. They are also a bit large in proportion to the nose and the rest of the skull (again, if it's an alien, that may not be an issue). They are also placed a bit far up on the face.
The lips could also use a bit more tweaking (perhaps a couple of extra rows of geometry so they blend in with the face better), and the nostril area of the nose needs to flare out a bit more, but otherwise you're coming along fine!
Carry on...
MattTheMan
17-09-2005, 12:44 PM
Yeah, whatever he said!
the loops are there indeed. but they are placed incorectly and spaced out too tightly.
Absolutely. But clean all the same. Study the topology of the diagram thats been posted, theres a lot less. A little can go along way, but on the other hand you may want to put in skin creases or sharpen the edges where there may be a 'lip' like the eye lids, or the edges of the top lip. Or extra geo to add 'character' to your character.
When creating your meshes, always think about what the end purpose is gonna be too. Are you going to be adding blend shapes? Bare in mind the amount of pulling around you'll need to do if you are.
As always with modelling there are swings and roundabouts; too little geometry = stretchy looking uv's, but then too many = a pain in the butt to edit.
All you need to do is just select a few loops here and there and get rid of them, then get some good ref to study facial proportions, I feel you have gone a little backwards on the lips. Remember lips go around the face not just across, he looks like hes chewing an orange right now.
Lastly, is that CPS I see you are using? Why? Subds would be a better choice and faster.
Keep going though, heads are not the easiest to model...ever!!
Best Regards
Jay
FubaR
18-09-2005, 03:14 PM
new update:
http://people.freenet.de/das-steve/kopf4_wip.jpg
MattTheMan
18-09-2005, 04:47 PM
There you go! Much better now.
RupertFaraway
18-09-2005, 06:37 PM
A bit too much space in between the nose and the mouth.
Lt Jim
18-09-2005, 10:06 PM
Coming along MUCH better!!! I must say I like the way the neck area is shaping up.
I concur with Rupert, still a bit too much space between the nose and mouth. I'd enlarge the nose, and the nostrils and lower half of the nose could still stand a bit more fleshing out. I'd also pull the inner edges of the eyes farther out of the skull.
Heads are VERY hard to model, but yours is coming along very nicely. If you have access to skull reference, use it early and often!
Carry on...
FubaR
19-09-2005, 11:10 AM
Thanks for the critics :)
I'll try to realise your suggestions. We'll see what comes out. The only point I'm afraid of, are the ears. I've no fu***** idea how to model them :D
Maybe someone could give me an advise. *g*
Fubar.
Lt Jim
20-09-2005, 07:38 PM
"Stop Staring" by Jason Osipa, gives a good ear tutorial. The ear is modeled seperately and then attached to the head. Really, all you need is good ear reference (any anatomy book, the internet, or just have sopmeone sit by you while y6ou study their ear), and you can create the ear seperately.
Once the ear is created, you will need to adjust the geometry of your head to accept it (split polys or whatever other method you like). Then snap points, merge vertices, and adjust the ear until it looks right.
You can either start with NURBS curves (loft surfaces and then convert to Polys/Sub D's, or just leave 'em NURBS if you like), or a poly cylinder. Scale and pull points on the cylinder until it is roughly the shape of an ear, and then extrude faces, split polys, &c as necessary.
Whatever the case, you'll never know until you give it a go! Have at it...!
Carry on...
badtertle
21-09-2005, 05:38 AM
i personally like the ear tutorial on this site. Check it out, its not very expensive and its a pretty quick and easy way to do an ear. Basic idea for this method is create a poly and split it along all ridges and extrude.
Lt Jim
21-09-2005, 01:11 PM
I didn't realize there was an ear tutorial on this site! Must have missed it...!
Carry on...
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