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Heads Practice WIP forever

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ThatOtherGuy polycounter lvl 4
Hola, I need some feedback on some of my work. Basically I got another two to three weeks of free time before a major trip and I've decided to pick up on anatomy and face detailing. I got the basics but at this point I need help 'pushing' my models to look a bit better. I have as of now have a hard time sculpting eye wrinkles and other fine creases. If you can offer any feedback and help that would be terrific!

Front_zpsjdhubhpq.png

Side_zpszdfwvzoa.png

Three_Quarters_zps1vh6tapq.png

Also a recommendation of a good mat cap in zbrush for rendering stuff would be nice too. Cheers!

Replies

  • ChaosWWW
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    ChaosWWW polycounter lvl 6
    For starters I'd study the skull shape a bit more. Where the bones are actually determines a lot about the structure of the face. Pay special attention to the zygomatic and temporal area.

    Next I'd say get a solid reference. Making a head from multiple references or from nothing can be very tricky, and you will learn a lot more about anatomy from trying to capture a specific look. Also, it's easier to critique.

    Finally, when constructing your head try to stick to a very low sub-d level and go up. This might seem pointless at first but is actually very useful for building up forms and getting really precise control, and most professionals do this. The big issue I see with your sculpt is that most features lack the proper depth and shape, and this can be fixed by sculpting in this way. Focus on bigger shapes and forms rather than micro detail like eyelash hair (I know it's tempting to move to this detail early on, but resist the urge!)

    In terms of matcaps, I'd just say use Standard and change the lighting every once and a while. Unless the matcap is bad (like the default red wax), I wouldn't worry about it too much. The one you have now is good.
  • ThatOtherGuy
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    ThatOtherGuy polycounter lvl 4
    ChaosWWW wrote: »
    For starters I'd study the skull shape a bit more. Where the bones are actually determines a lot about the structure of the face. Pay special attention to the zygomatic and temporal area.

    Next I'd say get a solid reference. Making a head from multiple references or from nothing can be very tricky, and you will learn a lot more about anatomy from trying to capture a specific look. Also, it's easier to critique.

    Thats what I did. I got my reference from a 3d.SK folder of people reference that a friend handed me over.
    Finally, when constructing your head try to stick to a very low sub-d level and go up. This might seem pointless at first but is actually very useful for building up forms and getting really precise control, and most professionals do this. The big issue I see with your sculpt is that most features lack the proper depth and shape, and this can be fixed by sculpting in this way. Focus on bigger shapes and forms rather than micro detail like eyelash hair (I know it's tempting to move to this detail early on, but resist the urge!)

    Thats what I did as well. I've spent yesterday building my own base mesh and then spent about an hour and a half getting the main forms to look as close to the reference as possible. Spent another switching between low and medium sub-d's to make sure things were right on track.

    Wireframe_zps44rblcc0.png
    In terms of matcaps, I'd just say use Standard and change the lighting every once and a while. Unless the matcap is bad (like the default red wax), I wouldn't worry about it too much. The one you have now is good.

    Okay, i'll stick to the standard. It's hard to pick out a good mat cap when you have so many! Thanks.
  • ChaosWWW
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    ChaosWWW polycounter lvl 6
    Can we see your reference?
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