The facial structure is pretty darn close. One thing I noticed is the glabellar lines are a bit apart from each other. Daniel has them closer to each other creating only one line.
So here is another go of doing pores again. unlike last time i use very specific pores alpha that i have downloaded from zbrush central (still need to work on the lips) but hopefully this is going in the right direction
I think your eyeballs are too big. Not the opening for the eyes, the actual eyeBALL. The eyelids aren't wrapping around them as they naturally should, looks the outside corner of the eye is moving too far back on the head. Look closer at your concept and other eye close ups to see how the lid shapes around the eyeball.
yea, its way too early to get into pore detail at this point. Id work on the forms and other details before even thinking about micro details like this. But fyi, pores have direction and yours look pretty circular and uniform all over. You should check out Frank Tzengs Likeness tutorial before making the pores to learn how to do it properly: https://gumroad.com/frank_tzeng_art But anyway, the overall likeness looks really great at this stage, just needs a lot of refining and proportion tweaks. In general I think the face looks overly long. So that's one thing I would focus on. But def. checkout that tutorial man, its super helpful for this kind of work!
hello so I took some of your advice, and just re worked on the primary and secondary forms. by the way I am not sculpting daniel craig now, but a younger version (quantum of solace time) :P
I really do appreciate the comments and critics guys
Well here is my 3rd attempt on the pores lol, I think I am going move on for a little bit and work on it again a little more later. But I really am learning alot, so please please please keep the feedback coming. thank you
Nice job! The volume under the chin is missing making him look like his pushing his head forward. The features like the eyes nose and mouth look to be too big. Nice job on the body but it looks a bit stumpy proportion wise to me. The hand and foot size looks a bit big, even if they are correct generic measurements. The 3/4 view of the shoe from the outside looks a little off.
hey thanks! I have lowered the depth of field in zbrush during the render so its almost no perspective since i was working on a super large canvas, it was difficult to get a right feel of the proportions than from the default Zbrush settings. Il consider your feedback about the face and body, I will definetly go back on that
hey guys, so I've just went through a lot of tweaking and reworking on the areas some of you have suggested. So right now I have just finish creating the texture map and have quickly thrown it into marmoset for real time rendering.
I'm only using default lighting with 1 light above. The hair still needs a lot of work, but here is a more general feel for daniel craig/james bond. any advice is appreciated, thank you
I like it, there has been a lot of hard work so far and I understand wanting to move on or start a new project but I wouldn't call this one finished, just yet. I'm not trying to get you to go back and make changes, but hopefully keep this stuff in mind for future projects
The suit feels a bit like claymation, especially in the creases and in the "thickness" of the coat, tie and pockets, which have some unnatural shadows due to floating geometry. Which is fine if it's a stylistic choice but that should apply to everything, including the Glock.
The specualarity/reflectivity of everything seems to be too uniform, which is another reason it feels like clay. Nailing down the different material properties is really important in the final stages.
He seems to have much more of a Putin vibe, than Daniel Craig. I would have to deep dive on the facial comparison to figure out the specifics but that's something an artists should be able to do on their own.
Replies
Aside from that, pretty good work.
thanks for the feed back jonas and cactus on fire
(still need to work on the lips) but hopefully this is going in the right direction
so I took some of your advice, and just re worked on the primary and secondary forms.
by the way I am not sculpting daniel craig now, but a younger version (quantum of solace time) :P
I really do appreciate the comments and critics guys
edit: ignore the double image, sorry!
But I really am learning alot, so please please please keep the feedback coming. thank you
As i have mentioned earlier, i have moved to an older version on DC, so here are a couple of references
Are you going to create the rest of the body as well?
hi, thanks!
yes, I plan to create the body > retopo > textured. i am aiming to create him as game ready
ps: moving to colour and retopo
The volume under the chin is missing making him look like his pushing his head forward. The features like the eyes nose and mouth look to be too big. Nice job on the body but it looks a bit stumpy proportion wise to me. The hand and foot size looks a bit big, even if they are correct generic measurements. The 3/4 view of the shoe from the outside looks a little off.
I'm only using default lighting with 1 light above. The hair still needs a lot of work, but here is a more general feel for daniel craig/james bond.
any advice is appreciated, thank you
(edit) more effort with lighting
still WIP but I put more effort on rendering the bust a little, and tweaked some more on the face.
finally finished this project. I added the glock 17 as a touch
I would like to hear your thoughts, thanks!
The suit feels a bit like claymation, especially in the creases and in the "thickness" of the coat, tie and pockets, which have some unnatural shadows due to floating geometry. Which is fine if it's a stylistic choice but that should apply to everything, including the Glock.
The specualarity/reflectivity of everything seems to be too uniform, which is another reason it feels like clay. Nailing down the different material properties is really important in the final stages.
He seems to have much more of a Putin vibe, than Daniel Craig. I would have to deep dive on the facial comparison to figure out the specifics but that's something an artists should be able to do on their own.