was a bit bored this afternoon so I decided to start skinning one of my head models
the base used is elisha cuthbert/kimberley bauer (24-series2)
there we go, polycount is a bit under 3k
pers shot
front shot
and the flats, one 256² and one 256*128
the whole skin was done in about 3h30/4h, but played pariah a few times so mebbe a bit less
here are a few references to check likeness :
http://wip.global-illusions.com/kimberley/24se211_jpg.jpg
Replies
Im not a fan of the hair though and the way it fades to black at the bottom,far to exstreme IMO.
Also I think you could add more contrast to the hair texture so it brings it out much more,it just doesn't look sharp enough on the model.
I like the face skin though,maybe add abit more red over her cheeks?
Also elisha cuthbert is FIT!!!!...had to be said.
john
Edit:- I see it now,the bottom of the hair is suppsoe to be alpha mapped yeah?
but either way make it fade to a more orange shade like in the ref pic.
I think you need to pay the eyes more attention. They need cleaning up ( Im talking about the area surrounding the eyehole more than the eye itself ) and you have more eyewhite area visible on the outer sides of the iris than the inner.
Im also wondering If a 3k poly head and a 256x face map are a little out of synch? Seems like the map should be bigger with that kind of polycount?
i like the texture tho but agree with daz that i might be not in balance with geometric detail...
all units to station
we have hot lips alret
you painted the lips even nicer than on the picture. But behold the upper lip, oh so lonley and solumn up in the hights of her... upperness-over-the-lower-lip-ness, yes that upper lip lacks definition in her bottom line (the inner ouline). its a little more "cushy"
oh and, is that pure black darkening the hair at the bottom?
tsk tsk tsk
All I can suggest is to get more reference pictures and rework the face geometry.
Reminds me a bit of some of souls "bored" posts with the higher poly faces.
one last thing, it looks like part of the messyness on the eyes could be due to uving them closed which generally makes for good blinking animations but makes it very hard to get good results painting them to be how you see them most(open)
Bronco : thanks, I just tweaked the head a little so she does look fitter now
Daz : cleaned the eyelids a lot, hope that was what you meant, as for the 3k/256 well thing is that I did this face like a month ago and this afternoon, was sooo bored that I decided to skin it, though a 256 would go faster so that's what I did, but I agree, if that wasn't an exercise, I would have done a 512 for that resolution
qube : thanks see below for the wireframe
Shotgun : the upper lip was a little too flat indeed, tried to round it a little. for the black hehehe that damn transparency didn't want to work today, dunno why...
jkmakowka : I reworked a lot the shape of the eyes and eyeborws, I think I'm getting closer, also thinking the hair is a bit shitty..may redo it
EQ : thanks , heres the tweaked mesh in pers view instead of front view.
In fact you can see in the reference image you posted here that her forehead is nowhere near as "high" as you have modelled it.
It's a nice model and skin, but it doesn't look enough like her yet. It's mainly geometric tweaks that need doing, but I'd also try and make the eye texture look like it's more consistent with the way you've painted the flesh.
;(
It looks like either your viewport perspective is off on the frontal shots, as others have suggested, or it's just that her head looks too big. It may be that the way you have the hair constructed, it creates the illusion that the top of her head is too big. Maybe the hair mesh is positioned too high on the head.
Coolness!
/jzero
KDR : next step for me is to redo the hair with more definition aswell as the hairline
jzero : yah that's what I was doing here's the update, (still with lowdef hair, though the texture resolution is now a bit higher)
model :
flattened the lower eyelid
shrinked the eyes a little
moved the eyebrows up a little and rounded them a little
modified the shape of the lips
modified the chin
lowered the hair
texture :
defined the cheek muscles a bit more
warmed up the whole tones a bit
added more oranges to the hair, added more highlights and shadows
added flesh at the begining of the hair, on the top of the head
brightened the area around the eyes
softened it aswell
added more red to the cheeks
and some other things I can't remember
shotty
I don't think it's a million miles off now, just needs the odd proportion tweak and maybe adding more tension around the upper eyelids in the texture.
It might also be worth adding a hint of a shadow around the hairline, just to give the hair a bit of weight
Gotta say though, this is definately one of, if not the best face texture I've seen you do
cheeks are fucked now.
adding way too much definition to the bones by that color. make the cheeks rose.
but dont fuck it up like that u ... fuck upper. u .. fuck ... fuck ..yea.
fuck
oh and yea ... how long do u wait for authorizing one on icq...
Keep it up man, and you were awesome to hang out with!
GO FRENCH!
rounded up the jawline
here are the updates :
The corner of her jaw appears to be too smooth & curved. Sharpen that angle up a bit.
Here eyes & eyebrows are a bit too wide.
Ears are too high, and stick out a tiny bit too far.