Hello, do you have suggestions on the current femininity of this human head model vs how you think it could become more feminine? I often struggle with this, where in general the heads I try to make look masculine. I like tough. But I'm afraid that from a technical point of view I might be "skirting" masculinity a bit much. Thanks.
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Bah, whatever.
less squarish jaw ? Thiner chin ? Fill the cheeks a bit ?
I also want to say that I'm not saying that I wanted to change the way she looks or morph her into a different character. I'm just concerned about whether from a technical stand point I might have pushed some of her strong features into the realm of masculinity. Because I honestly don't know. I wish I knew my anatomy better but I needed to ask.
Again, thanks! I honestly didn't expect these sorts of comments.
...I like it.
@Joopson - Hey I like her face. It's very feminine :poly142:
she is sort of bald right now, I believe adding some hair will make her look more feminine. Throw some basic polygon shapes and a place-holder hair-alpha and see how different lengths change her appearance.
I, personally, like her current features right now. Very expressive.
this.
you've made a really good head. sure there are some areas i would look at smoothing out, but not really "change". she looks like a very REAL type of woman, and that's a good thing.
there are some androgynous qualities going on, but please don't change them... do a blockout of some hair or something and you'll probably find the entire face looks different because of it. there are many MANY women out there who have "masculine" features, but look beautiful anyway. and a big impact on that, is hair.
i actually see courtney cox in your sculpt haha.
I just didn't want to go quiet without saying anything.
Okay, I'm back with this thread. I had some technical issues where 3dCoat was saving my files super big to the point where I didn't have enough memory to open them, I was using an experimental version so it's kind of my fault. I eventually found an old backup somewhere and have evaded the memory issues since.
Currently I am trying to find the proper body type and to improve the anatomy. I'm asking for any objections and suggestions you might have. I currently haven't landed on a final figure or hairstyle for her so keep that in mind. But I posted two examples of what I have been experimenting with.
Some of you have mentioned that you think I did something right with her face. Well, if I have done something right, my brain still doesn't understand what it was. So perhaps it was a bit of luck. And in that sense I'm not sure how to get the most of the good that some of you have said you've seen in her. But I'm going to eventually convert these voxels into polys and at that point I will have more precise control than I do now. And maybe if I keep at it I might get a bit lucky again as I hone in on the details.
But before that I'm trying to figure out the bodytype, as I said, as well as going ahead and fitting her body to the skeletal rig so I can start animations even before the model is done, by animating the proxy mesh.
Anyways, here is a rig test I did just by making a quick walk cycle in just 2 minutes or so, then pushing some curves around in the F-curve editor. I apologize ahead of time for the cameraman who was out of his league for this gig, obviously. As well as for the music, which is something that I composed years ago for an RPGMaker game I was working on. I mastered the volume levels so poorly that it can probably only be heard with headphones, it's probably too distorted for any other speakers. Then again you can always just press mute.:poly142:
[ame="http://www.youtube.com/watch?v=FwR9ue_nEzI"]F-Curves Dance - YouTube[/ame]
Well thanks guys and leave critiques if you have them. Anything about anatomy would be nice.
http://userserve-ak.last.fm/serve/_/156957/Nelly+Furtado.jpg