I've been looking at other peoples meshes of famous people and wanted to try and capture the likeness of another human being.
I found a profile and front picture of Taylor Swift and got to work. This is the head I've got so far but it looks pretty generic.
Any tips on better capturing a persons likeness? I'm sure a texture and hair will do a lot for it but I've found some beautiful meshes that with only a few hundred polygons are almost unmistakable.
Advice and feedback really really appreciated!!
Replies
[ame="https://www.youtube.com/watch?v=_fKhOEL4FIc"]Bust Base Mesh[/ame]
...or another generic base mesh from the Polycount wiki.
For likeliness you need a proper understanding of human anatomy and lots of photo references. For human anatomy check out of Anatomy For Sculptors. For photo references, and really everything under the sun, check out Pinterest.
EDIT: The low poly meshes you saw likely used Normal Maps. Normal maps are generated by creating a high detail model and then baking the detail on to a lower poly model. Unless you plan to handpaint the model, you definitely want to sculpt instead of box model. For references sake, an average high fidelity AAA character model is currently around 20k triangles; so you shouldn't need to pinch you polygons very hard.
Would the head I have constructed be any good as a base head to sculpt from? If not, what should I do to improve it to make it more usable as a base model for sculpting from?
- edge loop termination on the forehead could be a bit cleaner (it's not that bad though). Same applies to the cheeks. You've got 5 edges converging into one vertex. That usually doesn't work that good during sculpting.
- don't leave open edges for sculpting. It's just easier to work with closed mesh.
- ear doesn't look good (first of all it's too small). The topology isn't great also. Ear is a tricky thing. You want to have evenly divided base mesh with proper edges loops and rather lowpoly. Complexity of the ear just doesn't work well with those rules. You can bruteforce shape of the ear into bad topology. It can be done (that's usually what I do. I don't block out all those complicated ear shapes.) but you will learn more by modelling proper ear. Even detached from the head just to learn about all those crazy shapes in your ear
It's a good start. Needs a lot of work though. Making faces based on someone elses face needs a lot of experience in modelling and anatomy.
The ear was very tricky, even getting that funny little head-wing I have at the moment. I kept either getting an N-gon or a triangle as I tried to seal it.
I'll definitely try to model individual ears to get an understanding of how to construct them!
The video posted by CLusterOne is amazing, I've got a long way to go but that was very inspirational.
Thanks guys for taking the time to reply!
I think this is a bit of an improvement, but if you've got time I'd appreciate a bit more feedback.
I should really stop faffing about and jump in ZBrush already!
Get sculpting!
Cheerio
Edit: I can see you are having fun and have a feel for the human form. Putting some of that energy into form studies are going to make a lot of difference.
Like other have said, the best thing you can do is jump into ZBrush and use that to find your forms. As for your bases you need to pay attention to proportions. The males legs and arms look stubby compared to his torso. The female has some pretty butch looking shoulders try thin these out a bit. Both the bases suffer from steamrolled hands, I've noticed this in a few peoples work recently. I think the best thing you can do with hands is to model them relaxed; hold you hand out in from of you and relax it. Notice that your fingers and curled and your palms actually have a curve and a fair bit of meat to it.
Good luck dude, I would have posted some reference for you but I'm on my phone.
This is my first sculpt, been at it for quite a few hours now. The neck is a bit lanky and then chin seems way too pointed among other things.
@kanga I've been studying anatomy when ever I can to try and improve my proportions and taken to trying to draw from life regularly too.
ZBrush is awesome, loving it so far! Now I have an idea of how to use it I'll start making lots of studies as you suggested.
@k0xmys0x I'm at Abertay University at the moment, trying to get into characters between modules =D For hands I'm going to sit down and do some studies. I think it came as I built the hand separately and attached it not paying enough attention to it.
Thanks again for your feedback, here's my first sculpt.