Ugh, I'm a little embarassed to be posting this, but everyone has got to start somewhere right?
This is my second model. Pictured is just the head. It is for a game mod based on the quake II engine. The head weighs 308 triangles. It is a self-prtrait of sorts. Unfort, the right left halves share UV coordinates (as if you couldn't tell). I unwrapped it before I knew ny better.
It's a wip and I need suggestions. Keep in mind this is my first skin and I may not be entirely hip to your lingo.
Replies
Quick C&C:
The skin tone drastically changes from his face to the rest of his head. Top of the forehead, back of the cheaks near the ears.. it changes and it's isn't subtle at all.
Grey lips?
There's some anatomy issues with this head that need to be addressed. Your neck is huge compared to the top of the head.
You've got some weird smoothing group issues going on. Particularily with the area of the nose that blends in with the cheak. There isn't a blend, just a sharp edge/shadow.
Are you going for realism? Those eyes there are pretty large.
It might be the angle of the shot but I think the ears come down too far. The tops of the ears are ok, but the lobes seem to come down too far.
Please post a shot of your face/head so we have something to compare to.
http://thnom.tehunlose.com/model_resource/male.htm
As far as anatomy goes, from the side the head looks wide enough and from the front as well, but from this angle it does seem to reveal some sort of deficiency. Hm. May have to scale a few vertices. The neck, however, is correct.
How should I go about the smoothing issue? I've tried many different groups and this is the best I could come up with. Will the game engine treat it differently?
mr.toast: Thnx for the references, I'll try to put them to good use.
irritant: Can you recommend some tuts?
I'll try to post some more pics a little later...
I agree with what's been posted already, so I'm not offering much new information. I think you have a good base from which to work, so keep it up!