Hey guys, Figured I would make a process thread on my latest project to try and get some feedback! - I want to eventually get into cinematics/movies etc. so this is hopefully my first step in that direction.
My goal is to replicate this image as closely as I can
Stretch goal is to make a short video to breath life into it, maybe with some facial animation If I can, but this might not happen.
This is after 2 hours and then 4 - 6 hours - blocking in anatomy and figuring out what his profile should look like.
Did a drawover of the original image then matched it with my own model to see where I had facial structure that was off (I have not broken symmetry here to offset the asymmetry of some of the features
Edit - title, mixed somali and sudan! ugh!
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Getting some details on the skin so it is not as smooth, some grooves in the eyelids and lips.
Any notes on anatomy or accuracy on the sculpt greatly appreciated.
The upper ridge of his left ear should angle upwards a bit more; at the moment it seems almost horizontal.
Small update on the sculpt, Pushing the eyes, lips, ears, hat. Trying to be super meticulous.
Crit very much appriciated!
One thing I've noticed: The corners of the mouth and the muscles there need some work if you compare it to the ref
Dwalker - Yeah that could totally be it! - pretty severe case alright.
Here is a lightened version of the image that makes some of the smaller details way more visible.
Keep it coming guys, you are being super helpful!
What I am looking for is just any comments on my topology, edgeflow etc, anything to make this as good as it can be
- G
Eyo. Did some details, Think I need to make some bigger pores to make sure they are visible (layering layering layering) Worked on the hat a bit it is slowly getting there.
And then I did some more retopo (I suck at topology so this is me trying pretty damn hard any comments on that would be very appreciated)
Thanks minorthreat )
as always c&c welcome and appreciated
For some reason, his corneas are flat, rather than bulging out as they should. While that can be fixed in the normal map, it will completely throw off the reflections an highlights in his eyes if it's left as it is.
While figuring out how to render the sweat is an interesting challenge, it really should be one of your final polishing stages.
DWalker - Definitely agree! the sweat is going to be in the end and the head definitely needs a couple of detail passes. I wanted to see what I could get from the shaders before pushing the normal maps more. as well as seeing what I am getting from the normal Maps. The flat corneas is just a habit when I sculpt (probably a bad one since it is nothing like it really is) I was just roughly placing the Iris as I was moving the eyelids around.