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Female head - looking for anatomy critique.

Deniell
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Deniell triangle
Hi everyone. I would like to get a critique on my head sculpt. The head wasn't made from scratch. I took the female head that is in Zbrush, then adjusted to planes and then try to sculpt everything back again but I didn't focus on likeness yet. I just want to make something that looks like a human. :D Thank you.
This is how I started.



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  • rollin
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    rollin polycounter
    Hi there, my first tip would be to look at corner of the mouth and compare it to the reference. Just ignore the whole picture for a moment and look how the topology compares to you (and I don't mean the edge flow but rather the surface)

    Next I would overlay your reference back on your model and check where the big masses differ from yours. E.g. the cheek bones, the chin the curvature of the eye.

    Then swap out references and start a new head.
    Also: exaggerated references tend to better help you understand the structures defining the head.
    Faces with very subtle features make it rather difficult to start with. 
  • JohannesAg
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    JohannesAg greentooth
    I´d recommend for your next head to grab turnaround images from 3d scanstore as reference. And also use spheres for the eye balls instead of sculpting them like you did. good luck :)

  • Deniell
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    Deniell triangle
    @rollin Thank you for help. I'm overlaying the reference from time to time but I don't want to do this too often because when I do character from scratch I will not have any overlaying references. :D But the exaggerated references sounds good, thanks. :)

    @JohannesAg Thanks to you. I think that eyes are the only part that I'm not fully comfortable with. :)
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 4

    Ide really focus on the planes of the face. A lot dimentionality comes from those planes and sometimes you have to fight what the topology wants to do. I noticed it first on the cheek where the shape line that happens between the cheek and the nose seems to be defined a strange way. If you can sculpt a face with clear defined planes like the one on the left than you can "smooth" it all out. But make sure you create adn keep those planes the whole time. 
  • Deniell
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    Deniell triangle
    @Joseph_Bramlett Thank you for the feedback. That's nice reference you posted here. It's much more clear now, thank you. :)
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