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007 (Daniel Craig) Bust

Hey guys, I just wanted to share, and hopefully get some advice on one of my projects for uni. The assignment was to model a humanoid head with proper topology and texturing and finally create a realistic rendering.

I've never actually modeled a human head before, so this whole thing is a first attempt. I'm actually really happy with how it's turning out so far, though there is something off about the proportions that I can't quite pinpoint. I assume this is common when trying to model a real person accurately? So that's where I was hoping to get some feedback. Actually any feedback is more than welcome, seeing as I'm still in the fairly early stages. Here's what I'm working with so far:

Reference I'm using
2lvfcy0.jpg

And the model so far
sd03tk.jpg
b86c9j.jpg

Replies

  • Boozebeard
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    Boozebeard polycounter lvl 11
    Try bringing the mouth up a bit and making the chin bigger. Eye and brow area also seems a bit too droopy. Also look at the plane of the cheek from the nose too the jaw in the reference it is much flatter and a different angle to yours. I would do paint over for you but I am on my netbook.
    Easiest thing would be to over lay the reference over your render and see where it doesn't match up.

    Good start for a first attempt though :thumbup:
  • BendE
    Thanks for the tips! When I sculpt, should I be using perspective on or off? Most of this was done with perspective off, and I'm actually using image planes so everything matched up rather nicely, its just when I turned on perspective that he moved away from the ref a bit.
  • Shiniku
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    Shiniku polycounter lvl 14
    Well, ideally you'd want a photo that matches the FOV of your viewport. But generally, I would say work in perspective when working from photos. But the FOV is never going to be right, so the results you achieve from matching it up perfectly to a reference plane are not going to be totally accurate. It's a fair starting point though. Then I would pull up a bunch more ref images ( a three-quarters view is pretty important) and just keep those open to the side and keep working at the likeness.

    He's looking a little droopy right now, and I'm not sold on some of the underlying forms. I think you could stand to go down a few subDs before getting too caught up in detail. This has potential though, keep it up!
  • Boozebeard
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    Boozebeard polycounter lvl 11
    I just did this quickly to show two areas that I think might be good to start.

    79dDjPX.png

    The whole angle of the cheek seems a bit off, I think you might need to bring the cheek bone in a bit to help correct that. You also need to bring the area under the eye closer into the nose.

    Square the chin a bit too :)
  • BendE
    Thank you guys for the advice! I agree that he's looking a little sad and droopy, so I went back in and popped him down a few divisions and pushed some stuff around, this time working from multiple 3/4 shots, and here's where I've gone so far

    2u930qd.jpg
    25fniit.jpg

    Here are a couple gifs to more easily show the changes (sorry about the angle on the quarter view!)

    4ktutf.gif
    243qflh.gif

    I ended up moving in his cheeks a bit so they weren't so angled, I pushed in the area between his eyes more towards his nose, and after looking at more reference I ended up moving his mouth up a bit and tweaking the lip angle, as well as squaring the chin (that one was quite evident after you pointed it out). Oh and I dropped his brow a bit, he was looking a bit sad to me.
  • BendE
    Here is the rest of tonight's progress, I think it's definitely beginning to look better than before. Any feedback is greatly appreciated. Also, I would like to start looking into hair, if anyone has any suggestions as to the best method? I looked into fibermesh, but we are also allowed to sculpt the hair in, so I'm just looking for your guys' input as to the best methods.

    dy6nuu.jpg
    xrhgw.jpg
  • [Deleted User]
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    [Deleted User] polycounter lvl 4
    Hi BendE.

    The iris is too big. The outer part side of his eyes is angled differently. His lips are too wide and too far from his nose. Also, the upper part of the head should be slightly bigger than the jawline. If you check online for bald people or skulls, you'll see this clearly. There are some people who have smaller head tops like dwayne johnson, but if you look at his head you'll notice that even his is slightly wider than the jaw just above the ear area before it becomes smaller. Try to see if Daniel craig has a pic with his head shaved to make imagining easier. I don't know if those are your only references, but if yes, you should get a lot more, with as many angles as possible. Sometimes even if it looks okay from one angle it can look strange from another. I'm learning myself, and I've learned that it's better to nail down the proportions at a lower subdivision first before diving into the details. In fact,a veteran artist advised me to not go a subdivision higher until you've made the most out of your current level. Hope that helps.
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