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Old 02-07-2011, 08:44 AM   #1
OcheevaSithis
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I spend most of time at work, making low poly models for our casual game projects and so. On my spare times i spend some effort on a highpoly model. Photorealism is what i want to achieve so i spend some extra time on topology anatomy etc.

Whole model and topology has completed in 3ds max - poly editing tools. After then completing my base model i ll keep going on zbrush. My pipeline is kinda old school i know. But this is a hobby project and i love dealing with this.

there are still some proportional errors and topology issues, i ll rearrange those when whole portrait is completed.


hope you like it, its an early image for now however i ll be updating thread with new stuff

enjoy

// i listen sphongle while working. yummy it really helps alot
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Old 02-07-2011, 12:38 PM   #2
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hi. dont want to insult the actual person you referenced but i miss some features in her face like : cheakbones, forhead and without them the face looks like this little fella
topology is good and modeling it self is quit good but check the edges betvien her eyes on her nose. i see some pinching. try to terminate some loops there cause it gets realy dence in this area and pinches are dificoult to handle that way.
and overlook the area straight above her eyes. its too flat and too sharp.
and for further updates a reference picture and a front view of your model would be nice.
good luck on further progress
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Old 02-07-2011, 01:11 PM   #3
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Old 02-07-2011, 01:29 PM   #4
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you're wellcome . i see it starts to look better, but if you are going for likeness so i allready see some places you should fix in early stage to ceep likeness and ceep a nice edge flow.
soon i'll post a paintover to show you.
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Old 02-07-2011, 01:31 PM   #5
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you're wellcome . i see it starts to look better, but if you are going for likeness so i allready see some places you should fix in early stage to ceep likeness and ceep a nice edge flow.
soon i'll post a paintover to show you.
thanks i ll be waiting, sometimes i feel stucked like hanging around same places all the time and tweak stuff however it takes longer and longer then never ends. maybe i should keep going on neck-ears etc and leave further tweaking for zbrush? not sure yet, im looking forward to see your guidance, thank you
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Old 02-07-2011, 01:46 PM   #6
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one of the problems are these i guess..
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Old 02-07-2011, 02:07 PM   #7
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well did a fast overpaint. i hope you'll undestand. in the side view i uotlined a silhuet of her face in realyty so you could see where you've gone wrong. her cheaks in real life are more chubey than in your model. and she has cheakbones that your model doesnt have. than her nose doesnt stand pout so much in real life ,whill looking at profile, than in your model. and dont forget her eyebrow area - i outlined it in the pic. than her nose hunch. she has it but your model doesnt. than nosdrills - she is not a elephant to have them so big. i outlined the actual size. your's are twice bigger than should.
now as for topology - the muzzle has wrong edge loops. i drew a green arrow to show how the main muzzle edge loop should go. i suggest you looking at the first image in topology thread as the main reference cause it has ideal topology.
then i saw this realy ugley polygon i even wrote on a picture that its bad. it causes pinching. cause it bends and even if its a simple 4 sided plane it creates a angle betvien its edges. i drew a doted blue line where you eventualy will get pinch . then i saw a triangle that messes your topology and edge flow. if you made it a quad then you would be able to fix the muzzle edge loops withe ease.
then i drew a green polygons on her nose as a suggestion how to terminate half of polygons in that dence area. but remember - its only a suggestion.
and this whole area needs some moving i made a little ilustration to show it.
ofcource i could redraw the whole topology to show how it should be made but sorry - have no time for this right now .
hope i was usefull. and sorry for bad gramar
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Old 02-07-2011, 02:12 PM   #8
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well did a fast overpaint. i hope you'll undestand. in the side view i uotlined a silhuet of her face in realyty so you could see where you've gone wrong. her cheaks in real life are more chubey than in your model. and she has cheakbones that your model doesnt have. than her nose doesnt stand pout so much in real life ,whill looking at profile, than in your model. and dont forget her eyebrow area - i outlined it in the pic. than her nose hunch. she has it but your model doesnt. than nosdrills - she is not a elephant to have them so big. i outlined the actual size. your's are twice bigger than should.
now as for topology - the muzzle has wrong edge loops. i drew a green arrow to show how the main muzzle edge loop should go. i suggest you looking at the first image in topology thread as the main reference cause it has ideal topology.
then i saw this realy ugley polygon i even wrote on a picture that its bad. it causes pinching. cause it bends and even if its a simple 4 sided plane it creates a angle betvien its edges. i drew a doted blue line where you eventualy will get pinch . then i saw a triangle that messes your topology and edge flow. if you made it a quad then you would be able to fix the muzzle edge loops withe ease.
then i drew a green polygons on her nose as a suggestion how to terminate half of polygons in that dence area. but remember - its only a suggestion.
and this whole area needs some moving i made a little ilustration to show it.
ofcource i could redraw the whole topology to show how it should be made but sorry - have no time for this right now .
hope i was usefull. and sorry for bad gramar
yeah i got all i ll keep working on those parts but hmm i ll been adding new polygons so now its too crowded, will be another challenge to fix but thanks a lot i ll be looking for solutions right now. THANKS ALOT! and np about grammar understood all
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Old 02-07-2011, 02:35 PM   #9
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okay i have cleaned the triangle but generated an pool insteads. pools may cause problems?
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Old 02-07-2011, 03:24 PM   #10
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pools may cause problems?
not allways. its better to use them when you need to avoid triangles or change a direction of the edge flow or to reduce the dencity of the certain areas. and never use them in deformable areas.
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Old 02-07-2011, 03:59 PM   #11
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i have rebooted my pc and this happens :S:S:S why this happens.. and how to solve ... or should i fix it manually O_O
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Old 02-07-2011, 04:05 PM   #12
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and it doesnt matter which save or autoback i open...this happens in all files.. :S
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Old 02-07-2011, 04:07 PM   #13
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i'm guessing you dont have older versions that work? always have ****loads of backups. can save you a lot of headaches.

as for this, i have no idea man. my instinct tell me to remove the modifiers and hand edit... :S

good luck
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Old 02-07-2011, 04:08 PM   #14
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darn.. its so so weird i mean i have loads of backups autobacks and so but doesnt matter which i open..all has this kind of results..its so so weird and annoying ... model was so soft now its so bumpy and deformed ........
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Old 02-07-2011, 04:17 PM   #15
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i'm guessing you dont have older versions that work? always have ****loads of backups. can save you a lot of headaches.

as for this, i have no idea man. my instinct tell me to remove the modifiers and hand edit... :S

good luck
okay i have started fixing it manually..but how may i sure .. what if this will happen again.. i ll save it as a FBX too or OBJ..
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