This is my first attempt to create realistic female head . I am looking for constructive criticisms. I am not expert in anatomy. It could be something wrong or something that can be improved. I use zbrush for sculpting then retopo it in 3D coat and use Marmoset to render. For texturing I hand painted everything in with Zbrush polypaint ,3D coat and Photoshop and use Substance Designer for baking.
I for one am having difficulty believing this is your very first attempt to create a realistic female head, though the top eyelids don't exactly conform to the eye well. I'm also not exactly sold on the little smile on the mouth, but it could work. Otherwise, I see little to nothing wrong with it.
This model has been through so many iterations earlier versions doesn't look like human at all. I have been posting different forums to get some critiques.i have been fixing here and there for about two months. I also think that her eyes is a little small make it feel that her face is a bit long.
I dont think that the eyes are a problem. Something between 25 and 35 an can wear a commander suit or a labor trenchcoat nearly all things are possible. With scars it can be a female warrior, with glasses it ca be a scientist etc. ... i think the head is a good but lacks a direction.
Something's a little off about the eyes. From the 3/4 view it definitely looks like they're too far apart. Don't feel you have to follow that rule about placing the eyes 1 eye's width apart. That's a good starting point, but it's not set in stone. Every face is different. Can we get a look at the face with a long focal length? It's most common for faces (rendered, photographed, or drawn) to be presented with a longer focal length, so it'd be easier to spot areas that need improvement if we could see it like that. (example of what I mean: http://petapixel.com/assets/uploads/2011/11/focallength_mini.jpg )
I have moved the eyes down a little to fit in the socket better while keeping the same size as the original one ( increase the eye by 3% was a bad idea). I also painted normal in 3D coat to get more detail on the surface.
Moving her eyes down seem like the right decision. Her lips corners bug me a bit... I don't know why. Sometimes I get that weird feeling with my own work too.... until I make lots of changes to it.
Hey @gabkosit , I hope you don't mind I did a paintover to show a few points. In general the big forms are ok, and you have done a solid job especially since it is a first time for realistic, there are some flow problems like around the eyelid fold, you keep a constant distance when it should wrap around the eye more. Also the hair/eyebrows are far behind the rest of the model in terms of realism, and they aren't helping. Another thing that bugged me a lot was the eye shader which looks glassy, instead of wet you should add a normal map for the eyes or model a bump over the iris at least. Have a look at yuri alexander 's stuff, I think it would help you out. Again there are some good forms and you 've done a decent job at details, keep it up!
@Firith thanks a million for the paint over I am kinda stuck now. This paint over is definitely help. I felt that i lost some muscle definition when I transferred model from highpoly to lowpoly.
There is a normal map smoothing setting in Marmoset. If set it too high it will ruin the normal map so set it to 0.3. For this round i adjust muscle that wrap around the eyes better and and give month some more volume
Good work so far Gabkosit, some suggestions I have would be to fuzz out the hairline area so it's not so sharp, and the cornea has a bulge to it which you could replicate with a parallax map, if I'm not mistaken.
Hey man, the render is coming along very well! I'm attempting to create a realistic female head as well, I'm on the step of texturing... Do you mind showing us your maps? I would be very grateful if you did.
I love the update, but I believe the hair cards is throwing off the realism. I would add more variety and random strands. Cheers
@bkost certainly i can posting all the maps I use for the female head. I am struggling with hair don't know how to make it more realistic. It looks very hard and dry.
I made some improvement for the hair by using subsurface material which makes it look much softer, and also tweaked some parameters for the skin shader. I am posting the key maps that I am spending some time experiment with them ,albedo, subdermis, and spec maps respectively.
Do you have the iris concave? It's not reading that way. I'm assuming you have the eye broken down to 2 shells with an outer glass type shell and the inner which would have the actual eye texture on it with the iris being concave.
Hi @gabkosit I appreciate you showing off the maps. Regarding the hair... "I would also paint hair on the head mesh, to make sure you can never see parts of the scalp and also to create the impression of baby hairs near the hairline.
Make sure your normal has actual depth to it, and not just a strand-like mess without apparent volume. You'll want to give the impression of deeper locks of hair and an overall wave.
Also, hair will only really look good if you have an anisotropic shader applied." - @Wendy de Boer
@ BKOST, Thank for the comments. iI added more color break up for the diffuse and increased anisotropic fx a bit more but i do agree normal map and the alpha would need some love I will do that later.
Replies
I also think that her eyes is a little small make it feel that her face is a bit long.
I made her eyes bigger by about 3%
Can we get a look at the face with a long focal length? It's most common for faces (rendered, photographed, or drawn) to be presented with a longer focal length, so it'd be easier to spot areas that need improvement if we could see it like that. (example of what I mean: http://petapixel.com/assets/uploads/2011/11/focallength_mini.jpg )
I have moved the eyes down a little to fit in the socket better while keeping the same size as the original one ( increase the eye by 3% was a bad idea).
I also painted normal in 3D coat to get more detail on the surface.
Her lips corners bug me a bit... I don't know why. Sometimes I get that weird feeling with my own work too.... until I make lots of changes to it.
In general the big forms are ok, and you have done a solid job especially since it is a first time for realistic, there are some flow problems like around the eyelid fold, you keep a constant distance when it should wrap around the eye more.
Also the hair/eyebrows are far behind the rest of the model in terms of realism, and they aren't helping.
Another thing that bugged me a lot was the eye shader which looks glassy, instead of wet you should add a normal map for the eyes or model a bump over the iris at least.
Have a look at yuri alexander 's stuff, I think it would help you out.
Again there are some good forms and you 've done a decent job at details, keep it up!
There is a normal map smoothing setting in Marmoset. If set it too high it will ruin the normal map so set it to 0.3.
For this round i adjust muscle that wrap around the eyes better and and give month some more volume
some more work around the eyes and the corner of the mouth added a little bit of yellow on diffuse
long time no update
thanks @Anchang-Style I am thinking the same thing. Here is the update
Hey man, the render is coming along very well! I'm attempting to create a realistic female head as well, I'm on the step of texturing... Do you mind showing us your maps? I would be very grateful if you did.
I love the update, but I believe the hair cards is throwing off the realism. I would add more variety and random strands. Cheers
certainly i can posting all the maps I use for the female head. I am struggling with hair don't know how to make it more realistic. It looks very hard and dry.
I made some improvement for the hair by using subsurface material which makes it look much softer, and also tweaked some parameters for the skin shader. I am posting the key maps that I am spending some time experiment with them ,albedo, subdermis, and spec maps respectively.
this week update
Make sure your normal has actual depth to it, and not just a strand-like mess without apparent volume. You'll want to give the impression of deeper locks of hair and an overall wave.
Also, hair will only really look good if you have an anisotropic shader applied." - @Wendy de Boer
I would check out the diffuse texture for her skin, the color does not seem to be ranging enough (esp. the ear). Check out this guide! - https://s-media-cache-ak0.pinimg.com/736x/85/c6/2e/85c62e7c59ab1d6b77d7aa8971436246.jpg
Edit: Oh thats what it is, your skins needs Sub surface scattering!
Cheers
@ BKOST, Thank for the comments. iI added more color break up for the diffuse and increased anisotropic fx a bit more but i do agree normal map and the alpha would need some love I will do that later.
small update on this project