This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
heres my model going to be a ganster black suit etc should be pretty good heres what i have done so far tonight i still have to attach the eyelids to the rest of the head so it all goes in nice and smooth also the chin needs a bit of work and the nose seems a little high or maybe a bit small mite get some more reference images anywayz all crits welcome and encouraged
It's looks a good start, but a recomendation to try and block out the whole head before getting tempted to get too detailed or you might find you run into problems finishing the head.
I would like to see a wireframe of the mesh before making any comments about the modeling, are you paying attention to your edge loops?
jsprogg : thanks for the advice i will try and finish off the rest of the head edgeloops i am thinking of just near the bottom of chin though they have gone a little hectic but theirs so far only
2 n-gons and the rest are quads ill post up a wire tomorow
magicsy: lol i was using the reference image plains from the gi tute i just changed them around a little in photoshop before i set them as my plains, good pick though
not to beat a dead horse, but I definitely agree with the above. There are a ton of edges where there are no real forms being described. All they're doing is making your life harder! I model poly-by-poly as well, but not at the full detail. It's quite easy to divide parts of your mesh further if necessary, but it can become a pain to do the reverse.
I'd recommend starting over with minimal edgeloops necessary to create the form. For a cartoony character especially, it'll make everything a lot easier for you.