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Facial modeling feedback please

Hi Guys,

Im a second year uni student and i was given an assignment to model my own head and import it into udk. Any feedback would be great and very useful as i still have time to make changes before the deadline. I was also told to get beauty render the images in UDK but im not sure how to do this does anyone have any info on this because i have just done screenshots.
Untitled3_zps54e0dbfe.jpg
Untitled4_zps8c4d4c09.jpg
Untitled_zps85237794.jpg
Untitled5_zps26ff4a57.jpg
Untitled2_zpsf3246f78.jpg
Diffuse
retopiligisedhead3_zpsf9c92ec1.jpg
Specular
Specular_zps64933257.jpg
Normal
retopheadNormalsMap_zps74e83703.jpg

Replies

  • ZacD
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    ZacD ngon master
    I really think you need to start over with the modeling, the uv unwrapping is fine, but everything else needs a lot of work. The normal map looks like you just ran a diffuse texture through crazybump or something similar. The eyes are way to big and too far apart. Its hard to see any of the under lying facial structures such as
  • praetor187
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    praetor187 polycounter lvl 11
    I agree with ZacD, dont be afraid to start over, I know its an assignment so starting over is probably out of the question, but in the future remember anatomy and reference are your best friends especially when your doing faces. Believe me I had the same assignment when I was in High School and it came out about the same way.:) Faces are a tough nut to crack, what I would say for the face at this point is go back and really try to nail those base shapes of your head dont focus on the detail just worry about those basic shapes, that can go a really long way when it come to head modeling and give a nicer look to the head overall. Hope that helps, keep going:)
  • Visceral
    Im not sure whats going on with your normals....but im guessing you didnt bake them did you? :D
  • ScoobyDoofus
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    ScoobyDoofus polycounter lvl 20
    Hey! I think you'd really benefit from more carefully examining your references and trying to match your model to those proportions.
    Speaking of references, since its your own head, it should be easy enough to get some good orthographic photos taken (ask a friend to hold the camera) and use those in your viewports to guide your modeling.

    When is this due?
  • Vertrucio
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    Vertrucio greentooth
    Yeah, you need to start back at the beginning and focus on getting the form and anatomy correct. You've jumped way too far forward with texturing.

    Simple tip, drop your reference image right into your modeling and sculpting software to make sure the forms are correct. This is fine since when modeling a likeness of something real, you want to use as much reference as possible. There should be plenty of tutorials on the web on how to get a reference image into MAX or Zbrush.

    Also, look up references of the skull, specifically landmarks of the skull on a face. Not only does the skull help you set your basic form, it also gives you clear places to refer to when sculpting your model.
  • Psyk0
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    Psyk0 polycounter lvl 18
    Sculpting anatomy is best represented with sharp angles, or else it quickly turns into a smooth ball. Once the features are locked in, it's time to smooth and blend together.
    male-planes-head_1.jpg
  • ZandiBrowne
    Thanks for the help guys!
  • ZandiBrowne
    also does anyone know where i can find professional head model images that are in games for example marcus fenix in gears of war or that uncharted guy i wanna guess his name is
    sam fisher?
  • carlobarley
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    carlobarley polycounter lvl 9
    zbrushcentral toprow thread is where it's at
  • ZacD
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    ZacD ngon master
    There is some basemeshes on the polycount wiki mostly used for sculpting or starting a new project.
    http://wiki.polycount.com/BaseMesh
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