I worked on this a while back, but decided to x-post from the '13 WAYWO thread. I'm pretty happy with him so far (aside from the head/neck connection), but there are probably some glaring problems I haven't spotted yet!
Glaring problems:
-looks like a clay face
-riduculous polygon count (around 7500~10.000?) for an uninteresting low detail model.
-all hair is textured flatly on
-no eyelashes
-no eyelids
-no noseholes
-tooth are one wibbly wobbly clump of putty
-textures are muddy/blurry/stretched
-jaw seems to be unhinged
-no proper looks for wrinkles
-near-nonexistant concept art
-which isn't even followed (no brown patch, different chin strap, helmet, hair)
Were you aiming for something cartoon when sculpting this bust? There are some big anatomical flows.
Here is what you should work on about the shapes:
- The structure of the eye. The eye without the eyeball is not just a gapping hole. There's an upper and lower lid, the relation between the brow and the upper lid, the way the lids meet, etc... It's a very complex area, that you shouldn't sculpt without references if you're not very comfortable with sculpting faces
- The shape of the mouth. When wide open a mouth is not a square. Checks refs
- Where's the chin?
- The nose is HUGE! That's what really give that cartoon feeling. It's fine if you wanted it that way but it's very lumpy and lacks structure.
The technical side :
- The polygon density is way too high. I bet you could delete half the triangles and not notice any changes in the silhouette.
- The topology is incorrect and wouldn't deform well if animated. Check the Polycount wiki to get awesome ref ===> http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29
Now about the texture :
- There's no highlight in the eye, that's why it looks so lifeless. Paint the spec/gloss in pure white, that should do the trick.
- Overall texture is very flat. What your texturing base? Only an AO? If so, consider adding a cavity map in overlay and the green channel of a normal map in world space (in overlay too).
- The helmet texture is too noisy.
I'm gonna stop here. If you work on that you'll improve quite a lot.
Thanks for the response, guys! Fortunately this one was made about a year ago, I just gave it a test with textures (never worked on a proper face texture) yesterday. Fair to say, judging from the feedback, that it wasn't exactly a success!
Because of that, I won't continue with the model. Gotta say though, a dose of reality is great sometimes. This information is incredibly useful for any future endeavours, however, as it acts as a sort of guideline to follow in case I fall into any ruts!
Replies
-looks like a clay face
-riduculous polygon count (around 7500~10.000?) for an uninteresting low detail model.
-all hair is textured flatly on
-no eyelashes
-no eyelids
-no noseholes
-tooth are one wibbly wobbly clump of putty
-textures are muddy/blurry/stretched
-jaw seems to be unhinged
-no proper looks for wrinkles
-near-nonexistant concept art
-which isn't even followed (no brown patch, different chin strap, helmet, hair)
Anything goes? Nothing works. Sorry.
Here is what you should work on about the shapes:
- The structure of the eye. The eye without the eyeball is not just a gapping hole. There's an upper and lower lid, the relation between the brow and the upper lid, the way the lids meet, etc... It's a very complex area, that you shouldn't sculpt without references if you're not very comfortable with sculpting faces
- The shape of the mouth. When wide open a mouth is not a square. Checks refs
- Where's the chin?
- The nose is HUGE! That's what really give that cartoon feeling. It's fine if you wanted it that way but it's very lumpy and lacks structure.
The technical side :
- The polygon density is way too high. I bet you could delete half the triangles and not notice any changes in the silhouette.
- The topology is incorrect and wouldn't deform well if animated. Check the Polycount wiki to get awesome ref ===> http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29
Now about the texture :
- There's no highlight in the eye, that's why it looks so lifeless. Paint the spec/gloss in pure white, that should do the trick.
- Overall texture is very flat. What your texturing base? Only an AO? If so, consider adding a cavity map in overlay and the green channel of a normal map in world space (in overlay too).
- The helmet texture is too noisy.
I'm gonna stop here. If you work on that you'll improve quite a lot.
Hope that helps!
Thanks for the response, guys! Fortunately this one was made about a year ago, I just gave it a test with textures (never worked on a proper face texture) yesterday. Fair to say, judging from the feedback, that it wasn't exactly a success!
Because of that, I won't continue with the model. Gotta say though, a dose of reality is great sometimes. This information is incredibly useful for any future endeavours, however, as it acts as a sort of guideline to follow in case I fall into any ruts!
Thanks again!
I like it a lot more, a proportionate nose, eyelids, proper mouth (and refs!). No eye-lashes yet, I'm afraid!