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realistic character creation progress

I am working on a next-gen realistic game version of Thorin. I started working on the sculpt and the lowpoly. Still alot of cleanup and adjustments to be done before going on.

progress so far: pic_1_low_poly_head_with_normals.jpg

Replies

  • DShepard
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    DShepard polycounter lvl 10
    What are you using as reference?

    You should try to get the basic anatomy down before going into detail (wrinkles etc), cause right now your sculpt has a lot of things that needs fixing, and it's much easier to fix on a lower detail level.
  • LDXerpe
    yes indeed true tha i need to work on the anatomy. Right now im trying to get a good base mesh to bring back in zbrush for detailing. for the wrinkles in the mesh, i Was just practicing detailing. my refernce is: http://famousdude.com/images/richard-armitage-08.jpg. ao.
    Im still new to sculpting realisticly. could you please if you have the time point out whats wrong in the anatomy ? If this picture isnt enough i can make some more.
  • jjdilaa
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    jjdilaa polycounter lvl 8
    you should really be using multiple references from different angles and lighting if possible. What the other Dshepard meant about focussing on anatomy for now is that you should focus on getting the forms of the skull and muscles first, then fatty tissue, you should spend at least a few hours just getting the very basic forms down before adding any details like wrinkles, they should be the very last thing you do.

    Think of it in terms of three stages of detail, primary detail which is the skeleton, musculature and general fatty forms. secondary detail which would be still like folds, the beard etc. tertiary detail which is the fine details like the real hair detail, pores, wrinkles etc.you should have each stage completely finished before moving onto the next. take your time.
  • LDXerpe
    first of all tank you all for giving such great suggestions and information. I had some more time for this project and this is what i got know. The nose still needs tweaking as do the cheeks and eyebrows but i am happy how the sculpt is going along. Here is a side to side pic with some more reference i looked up.
    ab68eeb900.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    How are you measuring your proportions? What unit are you using to define the relationships between the different face landmarks?
  • jjdilaa
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    jjdilaa polycounter lvl 8
    also I forgot to mention, you should be working on a much lower division lebel when working on primary details. If you dont have any, use zremesher with 'half' checked and you should get a better.
  • LDXerpe
    How are you measuring your proportions? What unit are you using to define the relationships between the different face landmarks?
    i try to get as close to the reference as i can get with my level of skill i currently have. no cartoony or or charicature if thats what you mean.
  • LDXerpe
    jjdilaa wrote: »
    also I forgot to mention, you should be working on a much lower division lebel when working on primary details. If you dont have any, use zremesher with 'half' checked and you should get a better.
    thanks, i use this method aswell and sometimes i personaly like to go a little higher at times so you can be a little rougher on the sculpt. i then go back and smooth it out.
  • PyrZern
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    PyrZern polycounter lvl 12
    I think you should get to basic human anatomy(or the planes of face) before going for likeliness.

    asaro_head_sculpt___model_download_by_adam_fisher-d5mlsit.jpg
  • LDXerpe
    Thanks for all your reply,s to this thread. When i started this i thought that maybe 1 person would respond but the community is amazing. all the suggestions and criticism are very helpful, keep em coming. i'm gonna let the sculpt rest for know i'm pretty happy with the current end result and i would never get here so quick without your help. I still have tons to learn about good anatomy and precision but i am gonna move on to the other part of the project. heres the final pic.
    2872308a43.jpg

    up next; the hair
  • BagelHero
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    BagelHero interpolator
    I think you should stop and re-evaluate your goals.

    This sculpt right now is very muddy (you started and continued to work at a very high resolution and that is the main cause of this, though lack of thorough knowledge of anatomy and forms is a close second), and what I would like to ask is: What would jumping ahead to details like hair achieve, other than getting it done faster?

    If you just add hair and call it a day, done, moving on to the next project, you won't really have learned as much here on this one as you could. You won't have much of a product to show at the end of it, either, because this is far from any expected quality you'd want to have in something like your portfolio, and having it in your blog is like... "I could have done more but didn't"-the post.

    You say you want to get as close to the ref as you can with your current level of skill-- well, you actually have to push that level of skill of yours in order to improve. This means listening to people's implied sentiments of "you should be working at a lower subdivision" and "you should measure your faces proportion and compare it with your references and then change stuff that doesn't match". So far, I'm not seeing that. I'm seeing you brush them off. We all say "Work at a lower subdiv!" because we've been there and made those muddy sculpts and learned already.

    I know I'm being a bit harsh, and I'm sorry, but this is a competitive field and you really need to do your best and know the quality bar like the back of your hand so you know what you're aiming for, and can figure out how to get there.

    There is plenty you could do to make this better, you're missing a lot of key forms and landmarks for faces, let alone for the likeness specifically. You need a ref from as front on as you can get, and a straight side reference, too. The guy's an actor, so it shouldn't be too hard (worst case is you have to sit down and watch a few movies/TV shows and screencap 'em). I'd also suggest working with a non-matcap material, as they generally describe the surface qualities the most accurately (eg, the basic material).

    Looking forward to seeing more, but I really hope you decide to revise the face rather than moving on from it entirely.
  • slosh
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    slosh hero character
    I agree with pretty much everything BagelHero said. I get that you want to make something cool right off the bat but that's just wishful thinking. For starters, i would just try to sculpt a generic head but nail the anatomy. Sculpt that planes of the head model if you want...that would be great practice. And doing it will show how hard it is to master anatomy of a face. Working at low subdivisions is key man, i don't care who you are...all character artists spend more time at lower subdivisions when doing heads because that's what counts.
  • LDXerpe
    BagelHero wrote: »
    I think you should stop and re-evaluate your goals.

    This sculpt right now is very muddy (you started and continued to work at a very high resolution and that is the main cause of this, though lack of thorough knowledge of anatomy and forms is a close second), and what I would like to ask is: What would jumping ahead to details like hair achieve, other than getting it done faster?

    If you just add hair and call it a day, done, moving on to the next project, you won't really have learned as much here on this one as you could. You won't have much of a product to show at the end of it, either, because this is far from any expected quality you'd want to have in something like your portfolio, and having it in your blog is like... "I could have done more but didn't"-the post.

    You say you want to get as close to the ref as you can with your current level of skill-- well, you actually have to push that level of skill of yours in order to improve. This means listening to people's implied sentiments of "you should be working at a lower subdivision" and "you should measure your faces proportion and compare it with your references and then change stuff that doesn't match". So far, I'm not seeing that. I'm seeing you brush them off. We all say "Work at a lower subdiv!" because we've been there and made those muddy sculpts and learned already.

    I know I'm being a bit harsh, and I'm sorry, but this is a competitive field and you really need to do your best and know the quality bar like the back of your hand so you know what you're aiming for, and can figure out how to get there.

    There is plenty you could do to make this better, you're missing a lot of key forms and landmarks for faces, let alone for the likeness specifically. You need a ref from as front on as you can get, and a straight side reference, too. The guy's an actor, so it shouldn't be too hard (worst case is you have to sit down and watch a few movies/TV shows and screencap 'em). I'd also suggest working with a non-matcap material, as they generally describe the surface qualities the most accurately (eg, the basic material).

    Looking forward to seeing more, but I really hope you decide to revise the face rather than moving on from it entirely.

    Bagelhero what youre saying is true. i think along the way i mis informed some of you by accident.

    First of all i'm using a lot more reference. you can see a few of the reference pictures below. Secondly i am focusing on the hair a little so i have some time to really think about what was said and what i need to work on. ( my english is not t so good so please say so if you don't understand what i mean ). te constructive criticism is really helpful and i'm doing some quick practise sculpt before i go back to this. Another thing is that i'm really bad at game hair so i wanted to try and see if i could get some result. I am really sorry if it felt like i was brushing good criticism of. I really don't plan on doing that.

    my plan is to 1st work on the hair a bit, then read the reply,s again, make notes, revisualize and then going back to the sculpt. please be harsh and point out the bad stuff, its really helpful. I hope this gives a little more insight on my thought and planning process.

    the ref pics:
    front: a8c6f22202.jpg
    side: recognise-3.jpg dint make this btw XD
  • LDXerpe
    So as suggested i tried going back to a lower subdivision and work from there.
    I hope this is what was meant by going back and fixing anatomy. also worked on the hair/ beard a bit but it was nothing worth posting.

    a this point i don't know what to do anymore other then detailing so criticism is appreciated.

    I also tried that rough blockout form that somebody had posted but i couldn't get the hang of it. iT became much to round for me. the brushes i currently use are clay buildup, move, smooth and for detailing slash and the alpha,s. so if i am missing some major brushes i need to use please say so.

    the wip
    039b7fa9d1.jpg
  • JacqueChoi
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    JacqueChoi polycounter
    Rotoscope for likeness.

    Printscreen zbrush, overlay in photoshop to see how far you're off. Make adjustments until they match.

    Thing you have to realise, is a 1mm difference in places like the eyes will make them look like a different person all together.

    A 1/8th inch placement difference in the nose length will make it seem to short or too long.


    Tiny tiny details add up in a huge way. This is why capturing a likeness is really tough.
  • BradMyers82
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    BradMyers82 interpolator
    JacqueChoi is spot on with that crit. Small differences make a huge difference. However, I notice that general human proportions in areas are off as well which will make it even more difficult to hit a likeness.

    One thing to be aware of when doing this sort of thing is fov and camera distortion. Most of the time, people will have various references of an actor from various angles all of which can confuse you because they will all have different kinds of distortion. Compensating for this in a program like zbrush which will have its own simulated distortion makes matters even more challenging. Best thing you can do is take the advice given here and just keep working at it. trying to identify and understand the forms of the face and apply them to your model. Its something that takes a lot of time and you simply can't get right your first few goes at it. Good luck tho, and I look forward to seeing this develop!
  • BagelHero
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    BagelHero interpolator
    On the brushes, trimdynamic and damstandard are pretty useful all of the time. I have more to say but im getting ready for work so please hold. Jacque is spot on.
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