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elephantinc 29-05-2009 04:07 PM

First attempt at a person
 
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Ive being doing 3d for almost 2 years now and Ive never attempted to model a person
So I decided it was time to give it a go. I actually started this a while ago and just came back to it today and cleaned it up for 1/2 a hour
obviously a WIP
I think I need to make the nose more defined
without hair I find it difficult to judge how big the forehead should be

oh and the front of the face near the mouth needs to be brought back a bit, to match the mouth more

elephantinc 29-05-2009 04:08 PM

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front

Dango77 29-05-2009 04:23 PM

Good start for your first attempt Elephantinc,
I'm wanting to try out some cartoon characters soon, got some other bits to do first though.
Some points I'd say:
Pull the cheeks back a touch, define the brow line first before doing the forehead, to make sure the size of it goes with the eyes and rest of the facial features. Pull the chin down slightly, thin out the neck a touch and flatten the sides of the head as a whole a little as it's looking a bit alien at the moment.Also the eyes are at too much of a diagonal angle, straighten them a touch.
Are you using image planes of the head, if not it'd definitely be worth sketching something to use or using photos for your first attempt, saying that the pros seem to use them all of the time too so probably something to think about (if you aren't using them)
Sorry for giving you so many crits, just trying to help. lol!
If you spend a lot of time on it I'm sure it'll come out looking cool!
Good luck with it!

arran 29-05-2009 04:23 PM

not a bad a start - but you need to focus on getting the basic shape right before you move on to details and adding more polys.

the jaw, temples, back of the head, eye positions and forehead are the main areas that need work and stand out at moment.

lets see a wireframe - if you add too many polys early on you will just make it harder to get the shapes right.

elephantinc 29-05-2009 05:14 PM

Quote:

Originally posted by Dango77

Sorry for giving you so many crits, just trying to help. lol!

Dont apologize, I posted this so I could get crits to improve it . ;)
I really appriciate your help and Ill definitely make those changes

..and yeah, I probably I added too many polys

elephantinc 29-05-2009 05:34 PM

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wireframes

elephantinc 29-05-2009 05:35 PM

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side

elephantinc 29-05-2009 05:56 PM

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rotated eyes, flattened sides, worked on nose, moved chin down slightly and thinned the neck

Mayaniac 29-05-2009 06:53 PM

Hey, man. Nice first attempt!

I'm not gonna lie the proportions are out on this. And the general shape of the head is off. I would suggest looking at lots of head photos (even your own) and studying the shapes... though I will advice you use actual human reference for modeling your heads. Of course if this is going to be a cartoon style model.... no probs.

If you need reference.... just let me know. I have TONS of head reference. Actual orthographic photos of peoples heads.

Nice work!

elephantinc 29-05-2009 06:57 PM

do you have any of shaved/bald heads?

Mayaniac 29-05-2009 07:39 PM

Quote:

Originally posted by elephantinc
do you have any of shaved/bald heads?
nah, i think they all have hair.

gster123 29-05-2009 08:11 PM

I agree with what everyones said so far, the basics are there. I would reduce the poly count and define the topology, have a look in the topology thread for some pointers for round the eyes and the mouth.

Yeah have a look at some bald dudes for proportions.

Sorry if my spellings rubbish, just got a new laptop and I cant get ruddy used to it!

Cheers

Steve

ben hobden 30-05-2009 12:06 AM

I think particularly from the front view is where the problems with proportion stand out. Particularly to my eyes is the jaw line, it seems almost as if there is no bone around there apart from the chin.

NextDesign 30-05-2009 07:10 AM

Hey man, Nice start. However, you have some problems with your proportions. You should get these blocked in before you start adding in details such as the lips, eyes, nose, etc.

If you need some help, here's a video of the "traditional" facial proportions: http://www.youtube.com/watch?v=i69UsNK4w8Q

It also doesn't matter if the people have hair or not, as by using the proportions, you can deduce the skull. I find it helpful to open it in photoshop and paint in the skull line.

One thing you should study is some photos of skulls. A lot of people mistake the shape of the head, as they don't see it from above very often. A good one is where it has been sliced in half. For example, here: http://www.biovere.com/cart/images/r..._all_views.jpg

Also, I would highly recommend not only using a front and side view of a head, but a three quarter view as well, as it will give you depth, especially when working with the cheek area.

If you need any more help, feel free to ask :)

elephantinc 30-05-2009 11:40 AM

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With a lot of these areas ive gone backwards (namely the mouth (although that might be because I removed a few edge loops there to make manipulating that area easier)
at the moment im just trying to get the proportions so its a bit of a mess

I also started blocking out the body, but im not ready to show that yet

(although now looking at it and comparing it to my previous post I do prefer it)

NextDesign 30-05-2009 05:17 PM

Hey mate. The proportions look much better! Here are some more suggestions.

I would also stay away from drawn references. They're great for getting an idea of a character, but when using them as modeling references, it's tricky, as you have to imagine the shape; while with a photo, the shadows and highlights give that information.

If you need some references, you can find some here.

http://i24.photobucket.com/albums/c3...-paintover.jpg

Keep going! It looks great!

elephantinc 30-05-2009 05:46 PM

wow, that will really help! thanks! ;)
at the moment I dont think i have the resolution to do things like the tendons
how should I go about making the ears?

NextDesign 30-05-2009 07:21 PM

No problem mate.

There are a few ways to go about the ear. I actually find this the hardest area to create.

Take a look at both of these tutorials.

http://www.3dtotal.com/team/tutorial...tro_ear_01.asp

and

http://free3dtutorials.com/modeling/...d-tutorial.php (Step 70+)

That should give you a good start!

However, don't start the ears too soon, as it can add a lot of extra geometry, and make it harder to change the general shape of the mesh.

elephantinc 30-05-2009 08:19 PM

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I intend to create the ears at separate geometry and not attach them till almost the very end
I spent a while fixing technical problems with this so I forgot what ive changed and what I havent so please let me know what ive forgotten
next ill add the tendons in the neck

thanks for the tutorials, they should really help
as you can probably tell from the background im having 'issues' with my reference images

edit: looking at it now looks like I havent really moved the cheek bone up

elephantinc 30-05-2009 08:20 PM

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3/4

edit: looking at this one the brow still needs smoothing a little and where the nostril meets the face needs work

elephantinc 30-05-2009 08:39 PM

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not too sure how defined to make the jugular
from the front you cant really see it but from others its really sharp

elephantinc 30-05-2009 08:43 PM

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other

arran 30-05-2009 08:52 PM

hey elephantic - this is definitely looking a lot better - but you should post a wireframe - it looks like you have a lot of pinching.

elephantinc 30-05-2009 09:19 PM

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thanks, heres a wire

when I get to them should I make eye lashes separate geometry?

arran 30-05-2009 09:29 PM

ok - first i would definitely lose some of the wires around the eyes and mouth - you don't need them - i would also lose some in the cheek / nose / forehead area - just use collapse. try to get the edge flow working a bit better in the cheek and forehead areas. look up the topology thread on this site and try to look up examples of good edge flow - you'll see that a lot of good finished head models have less polys than you already have.

overall tho this is a really good first attempt - your picking up on a lot of things that people usually miss like the position of the mouth / eyes.

keep at it. :)

elephantinc 30-05-2009 09:52 PM

is there an easy way to reroute my edge loops from the nose around the mouth instead of the head like in jays first head in the topology thread ?(http://forum.simplymaya.com/showthre...5&pagenumber=1)

arran 30-05-2009 09:55 PM

not really - it's just a case of using the collapse tool and split polygon tool to redirect the edge flow.

elephantinc 30-05-2009 10:17 PM

ok, cheers
I wont have much chance to work on this now for a couple of weeks because of exams but after that ill have 9 weeks free :attn: :attn: :attn:

Mayaniac 30-05-2009 11:03 PM

Quote:

Originally posted by elephantinc
ok, cheers
I wont have much chance to work on this now for a couple of weeks because of exams but after that ill have 9 weeks free :attn: :attn: :attn:

Yeah, I agree with all the advice given thus far.....

So, the summer holiday is 9 weeks long now!? .... it used to be 6 when i was going school there.

elephantinc 30-05-2009 11:06 PM

no, its still 6 weeks but we dont have to go back to school once we finish exams so its 9 for me :)

NextDesign 31-05-2009 06:58 AM

Looks better mate.

One thing I would suggest, is when you're posting wireframes, to use wireframe on shaded, instead of selecting the object, as it's hard to paint over it.

Here is a really quick sketch of what your geometry should approximately look like. This keeps the poly count down, but also traces all the majors forms and muscles that you will need if you plan on animating this at some time.
http://i24.photobucket.com/albums/c3...ign/sm/po2.jpg

This one is just some quickie changes in your form.
http://i24.photobucket.com/albums/c3...ign/sm/po3.jpg

By the way, do you use a Radeon card? Maya does that quite a bit with them.

Take it easy, and good luck on exams! I have my own coming up ;)

NextDesign 31-05-2009 06:59 AM

Looks better mate.

One thing I would suggest, is when you're posting wireframes, to use wireframe on shaded, instead of selecting the object, as it's hard to paint over it.

Here is a really quick sketch of what your geometry should approximately look like. This keeps the poly count down, but also traces all the majors forms and muscles that you will need if you plan on animating this at some time.
http://i24.photobucket.com/albums/c3...ign/sm/po2.jpg

This one is just some quickie changes in your form.
http://i24.photobucket.com/albums/c3...ign/sm/po3.jpg

By the way, do you use a Radeon card? Maya does that quite a bit with them.

Take it easy, and good luck on your exams! I have my own coming up ;)

mirek03 31-05-2009 08:14 AM

looks like you should put up some ambient lighting that doesnt cast shadows because it looks like you are trying to model in the shading too

elephantinc 31-05-2009 09:47 AM

thanks guys :beer:

Quote:

Originally posted by NextDesign
[B
By the way, do you use a Radeon card? Maya does that quite a bit with them.
[/B]
yep, and its a laptop

that will really help ;)
I really shouldn't start up maya today, I need to revise
its so tempting.....

ben hobden 31-05-2009 11:34 AM

Ha...know the feeling! I'm best man at a wedding in Greece on Friday, flying out tuesday...havn't finished writing the speech yet and really need to get it done but finding it hard to tell myself to leave Maya alone!

gster123 31-05-2009 12:31 PM

Looking a lot better, though as I said previously you could reduce the poly count and define the topology better to refine the mesh.

Good luck with your exams.

elephantinc 31-05-2009 03:50 PM

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thanks
I found its impossible to revise for 5 hours straight so I started blocking out the arm
I havent had much luck redirecting edge flow, I think im going to print a screen shot and draw lines on it
in a lot of meshes ive looked at the lines from the nose flow around the mouth and a few of the higher ones around the eye, instead of round the side of the head like in mine. Should I have mine like this?

NextDesign 31-05-2009 04:45 PM

One thing that I learned that helped a huge amount, was to draw your topology in photoshop first. Then load THAT as an image plane, and model off it. It helps you stay focused on what you need to do.

elephantinc 14-06-2009 04:21 PM

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Is this better edge flow? (if it isnt please tell me because I saved the old one)
I still have a lot of cleaning up to do after it

Chirone 14-06-2009 09:25 PM

it looks better than before

it might just be me but your eye sockets look too straight on (like how they were with your dog)
you should angle them a bit more and make the bridge of the nose not so stick-out-ish


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