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ares
07-11-2004, 07:32 AM
ive been doing this tutorial and this is my progress.. ive posted this in other forums but im not getting any replies so i posted it here.. it is done in wings3d. pls tell me whats wrong in the head and where to improve.. i already know that the mouth needs a lot of work.. :) i want to know if im going in the right direction with this. im trying really hard to improve. :)

front:
http://img106.exs.cx/img106/3517/head2.jpg

side:
http://img106.exs.cx/img106/5250/sidehead1.jpg

unsmoothed:
http://img106.exs.cx/img106/5480/lowpoly.jpg

hpslashluvr
07-11-2004, 09:12 AM
define the chin more, pull out the brow some, shape up the cheeks a little

ares
07-11-2004, 10:35 AM
thanks so very much. :)

ares
07-11-2004, 02:28 PM
i made some "improvements" :)
pls criticize it:

front:
http://img126.exs.cx/img126/1436/head1.jpg

side:
http://img127.exs.cx/img127/456/sidehead.jpg

http://img127.exs.cx/img127/5480/lowpoly.jpg

are my "edgeloops" correct?

shiroii
07-11-2004, 05:27 PM
Hard to crit. One thing I like is it seems like you've really thought about the loops, that's really good!

now for the other things:

Round the neck, I know it's not the head, but it irretates me.

Make more loops around the eye, just for some more defenition. It would also build up a more brow shape. By doing so you'd also add more edges to the nose and you can define it better too.


The nostrils basically suck. Sorry to sound harsh but they do. Nostrils arn't chamfered boxed on the side of the nose. They are part of the nose. You should make the nose flow into them. Let them gradually grow out of the nose.

The overall shape of the head looks good. I mean, the contours, specially the back of the head and near the chin/throat area.

You should indeed work some more on the mouth. Add in more edges.

If you're really going to get into facial modeling I advise :"stop staring by Jason Osipa" You can also check my cg-talk thread (http://www.cgtalk.com/showthread.php?t=179166&page=4&pp=15) to see an example of topology (the way your edges flow) It's not human, but it could help. I don't think I have any human models at the moment.

hpslashluvr
07-11-2004, 07:44 PM
you need to bring the eye back a lot more (from the profile view)

and study some refs for the nose and mouth

the eyes should be closed a little more, so a tiny bit more like a straight line (obviously eyelids are not a straight line, but...), moreso on bottom than top, and make the tear duct thingy on the inner corners of the eye

ares
11-11-2004, 06:10 PM
thanks for the crits guys. but i stopped on this now because someone showed me a better tutorial.. so im working on that now... your crits made me realize whats wrong with it so i can keep an eye on those things when i do this other tutorial.:) maybe ill be posting my progress on that one too.. :) thanks again for the replies!!:D

shiroii-- i watched your wip and i enjoyed it! very nice! :dance: good luck on the contest! :D

shiroii
12-11-2004, 03:19 AM
Could you post the links of your tutorials? It might be helpfull.

ares
12-11-2004, 04:26 AM
sorry i forgot.. hehe
here ya go...

tutorial1 (http://www.nevercenter.com/index.php/Character%20Modeling)
tutorial2 (http://ambient-whisper.cgcommunity.com/Tutorials/facial/Page-1.html)

:D

hpslashluvr
12-11-2004, 04:56 AM
thanks for the links, i've never seen the first one before

ares
12-11-2004, 06:27 AM
Originally posted by hpslashluvr
thanks for the links, i've never seen the first one before
no problem :)
the first one is a bit advanced for me.. hehe:o

shiroii
12-11-2004, 03:19 PM
Never saw any of them so thx ^.^

Did we mention you should use reference? Without it you'll get the proportions wrong for sure and since this is the first head you'll make, it'll be really helpfull.

ares
12-11-2004, 06:48 PM
Originally posted by shiroii


Did we mention you should use reference? Without it you'll get the proportions wrong for sure and since this is the first head you'll make, it'll be really helpfull.
i did use reference, but once i got to a point where the refs dont match, i hid them... but i started on making another head on the first tutorial! if your intrested, heres my progress.. not much yet, i have difficulty getting the nose right because the pics of the tut are really small... :
i downloaded the demo for silo1.3 just for this LOL!
front:
http://img31.exs.cx/img31/9121/head14.jpg

side:
http://img31.exs.cx/img31/456/sidehead.jpg

angle:
http://img31.exs.cx/img31/5480/lowpoly.jpg
this is really a much better tutorial for me..

shiroii
13-11-2004, 03:14 AM
You really should use reference. You said you hid them when the model didn't match them anymore. There is a mistake there, you should always let the model look like your ref. You can of course make your own character, but I still recomend reference, but this time drawn by you. Of course you can let your creativity run, but only do that after everything is set up and be sure check a few times if you're staying in the right proportions when modeling away.

If you look at your current model, it's totally wrong. There is a too big angle in the head. The overal shape is basically just wrong and the neck looks like it's pulled back. Load in some refs and shape it up, it'll improve a lot ;)

You're using box modeling right? I normally use poly-modeling. This means I create a cylinder shape, delete eveything but the front faces and shape it into an eye (not the actuall eyem, but the eye hole thing, ... you know :roll: ). When that's done I do the same, but shape it into a mouth, then make the nose out of a plane, the overal shape and neck and as last I connect it all. There are a lot of good tutes right here on 3dtotal using that method. It seems a lot more advance, but it is not. I used to do box modeling, but found the poly method more to my style. You imidiatly create quite some detail and also directly create the topology, instead of cutting in a lot of loop like in box modeling.I often lost control of the model or had trouble overseeing it all. I don't say you should instantly switch into another method, but experiment with it, give it a though.

I advise to look at tutorials, see how their models are done, make notes and study their methods. After that, just start modeling. Step by step is nice, but it doesn't really work (not for me at least) If you can understand the method and why something is done, you'll progress I lot. Just take some good reference from a site like www.3d.sk or http://wwww.fineart.sk/ and try to make the exact model. Just do your own thing, keeping your notes and studies in the back of your had. Check you tutorials now and then for more advise. After you've done that you'll get the hang of it and you can create your own stuff.

Wew, that was long, hope it helps some :D

ares
13-11-2004, 05:09 AM
i use box modelling because wings3D cant do the edge extrusion method. :( i have max but i dont use it very often. and by poly-modelling you mean like what this guy did in this timelapse video (http://www.3dzealot.com/php/index.php) right? thats pretty cool. ill give it another try.. or maybe i should take a break on modelling complicated stuff and try to model something simpler like something inorganic?
thanks so very much :D!

hpslashluvr
13-11-2004, 08:28 AM
try using the free maya (i think it's free...) version...it puts a watermark on your renders but i think it has most of the basic functions...i dunno if that would make things easier, but it might have more functions?

shiroii
13-11-2004, 04:13 PM
You';ve got max? but don't use it? I don't get it. Wings is an excellent program, but if you've got max :eek: Max is a really good program, lots of modeling features ;)

Ow yeah, that's what I meant, actually learned it from that video :)

ares
14-11-2004, 04:24 AM
hehe, what i mean is i CAN'T use it. well at least not very often.. you see, we have 2 computers and only one of them has max, and i cant use that that computer since my brother uses it for other stuff.... and if i do get a chance to use it, i usually play games.. hehe ;) :p

ill try polymodelling today and see which method suits me best. thanks for your help! :D

MrArmless
14-11-2004, 04:31 AM
I downloaded the free version of Maya from their site, it includes almost everthing the full, commercial version has. downsides include max renders at 512x512 and watermarks, but it's really nice to get to use it and everyone knows it's really powerfull, so you might wanna get it :) the download was 150 megs if I remember correctly

ares
04-12-2004, 09:23 AM
hey! im back with this thread... i revisited Wiro's tutorial (http://www.secondreality.ch/tutorials/modelling/head.html) and im pretty happy! :D
still not perfect but with practice i know ill get there! :D
i need to know if the edgeloops, shape(it is not a realistic head but the proportions.. i need to know about them) and everything else is ok..
blah blah blah... :)
side:
http://img128.exs.cx/img128/4705/headside3kv.jpg
front:
http://img128.exs.cx/img128/8431/headfront6fx.jpg
wire:
http://img128.exs.cx/img128/881/headwire0tf.jpg

i also have a Dodge Viper WIP (http://forums.3dtotal.com/showthread.php?s=&threadid=24904) ! pls check that out too! :D

John
*EDIT* i updated the pics.

ares
11-12-2004, 08:51 AM
some tweaking done..
does it look any better or should i just give up? :D just joking.. i will never give up! :D
http://img96.exs.cx/img96/6202/headfront0ev.jpg
http://img96.exs.cx/img96/1457/headside7ru.jpg
http://img13.exs.cx/img13/2494/headwire9lv.jpg
PS: sorry for the very big images.. i dont know how to make them smaller.. :(

ares
17-12-2004, 05:33 PM
tweaks... :D
PS: sorry for the big images.. :)
http://img134.exs.cx/img134/4958/headback6ok.jpg
http://img134.exs.cx/img134/4641/headfront9lh.jpg
http://img134.exs.cx/img134/9407/headwire5oa.jpg