It took me a while to get there, but I'd say it's Brad Pitt as Achilles. If I'm right, then the rough proportions of the central facial features are kind of ok, but the relationship to the overall head and headshape (jaw etc) seems off. Maybe try to take the FOV of the cameras of your references and your viewport into consideration and check several photos/angles if you aren't already. And on the finer level, the actual anatomy of the facial features isn't quite there yet.
Thanks for the feedback, you are correct it is Brad Pitt. Im still learning Im using Blender and I have the focal length at 100m. His headshape is obviously too big. I need to make the ears too.
Hey, cool to see you sticking with this. I think you need to step back though and rework this a bit more. Your subdivisions/poly density is too high and I can see you've added details, like the eyebrows, before having solid primary forms in place. Drop the subdivisions waaaay down and try making big edits like getting the chin, jaw, cheekbones, nose and brow in place before you start adding skin folds etc. Check out the Asaro head for understanding the planes of the face:
I'd also recommend removing the hair cards for now. If you feel like you need some kind of hair to help with facial landmarks, I'd use a proxy mesh that roughly matches what the final hair would look like rather than actual hair cards.
Hey thanks for the critiqe, Ill definately try to make the forms on a smaller scale. That asaro head is very helpful thank you. It is very hard to make this likeness and Im not very good at anatomy as you can see. I wish I could go down in subdivion levels like in Zbrush cause Im using Blender.
I wish I could go down in subdivion levels like in Zbrush cause Im using Blender.
It's not exactly the same, but you can have multiple subdivisions with Multires modifier. But you need to have a retopologized mesh for it. What I'd do is: sculpt a head without much detail (just general shapes for eyes, ears, nose, etc) > retopo it (quad only for sculpting) > add Multires levels as shapes get more defined.
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Seriously tho, if you want good feedback, show your refs.
If I'm right, then the rough proportions of the central facial features are kind of ok, but the relationship to the overall head and headshape (jaw etc) seems off. Maybe try to take the FOV of the cameras of your references and your viewport into consideration and check several photos/angles if you aren't already.
And on the finer level, the actual anatomy of the facial features isn't quite there yet.
Check out the Asaro head for understanding the planes of the face:
I'd also recommend removing the hair cards for now. If you feel like you need some kind of hair to help with facial landmarks, I'd use a proxy mesh that roughly matches what the final hair would look like rather than actual hair cards.
What I'd do is: sculpt a head without much detail (just general shapes for eyes, ears, nose, etc) > retopo it (quad only for sculpting) > add Multires levels as shapes get more defined.