Howdy! Trying to get some practice with a realistic head sculpt.
Right now I'm mostly just working on the form, and I'm about to turn symmetry off and start going into more detail - but I figured I'd see if I could get some input first so I can fix any big issues before moving forward.
Thanks for looking
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Also, try to make his expression less smiley :P
But before I commit to being done with this, if you guys have any suggestions let me hear them.
High poly:
Low-poly (4,563 tris - was aiming for something in the range of the faces in Uncharted)
Normal mapped and in-engine (unity):
The hair's a bit of a trainwreck. Not really sure where to go with it.
I think the topology is a bit unevenly distributed to subdivide enough to get the detail you would want if you're going to sculpt the hair on right on top of the model. There are a ton of loops near the eyes and mouth that don't break the silhouette that you could knock out without a problem, and then add quite a bit more into the hair to bring back into mudbox.
Awesome job, though - clean it up to use for animation II and you'll save yourself a lot of work and frustration, and will probably have a wealth of audio clips to choose from as well. God knows I had a heck of a time trying to merge my messy Orson Welles sculpt into my project because I didn't have a complete head beforehand, its a complete mess at the moment.
I adjusted a few things you mentioned a bit, just trying to make the likeness better, and added a bit more detail to the sculpt in Zbrush, plus tried to make a few better looking renders (see below.)
And ah, that's a good idea for Animation II, I'll clean up the low-poly by then for sure. I might make something new and better by that time though, I'm only JUST taking intro to 3d animation. It was my intention to retopologize but I never got around to it, so my low-poly is essentially just a lower-level of the sculpt. So when I stop being lazy the detail distribution and topology in general should definitely be better.
New renders: