- Nothing special i guess, but decided to show it
- Sometime ago i decided i will make base mesh cause i have used quite a lot time re-building similar meshes again and again.
- Head is part of my project for medium resolution male subdivision surface base mesh. It is built from quads only, and has only limited amount of detail. *for optional zbrushing
- I started UVmapping & texturing yesterday, as i wanted to take a break from spygirl model.
- Texture is 3000x3000, I used pieces of face photos as reference, and then toned them, removed low frequency lighting information.
- Rest is rubberstamping and painting. He doesn't look like anyone, i think i used something like 25 pieces from diffent photos i have as starting point - Photoshop only
-I also modeled simple teeth, not very good at the moment
- I also did some test morph targets
CnC Welcome!
Replies
- The eyes looks very white in the corners. Maybe some more obvious blood vessels and a slighly more pinkish color are in order.
- There seems to be a texture-seem running down the middle of his face. It's most obvious on the forehead and on the bridge of his nose.
Would really like to see this looks like after it has been through ZB, post some tests please!
good job the proportions are spot on
classicaly enough, the eyes are too light
get some blood and shadow in there
like many girls, he's better with his mouth closed :P
i think the jaw could use a little tweak, but lets see some more angles, its hard to crit
- I think you see the terminator of area light shadow. I have 0ne light in 90degrees angle to camera, which causes that dark band.
- Anyway i didn't have time to render with better lighting - I need faster render box...can't even supersample this lowquality arealights
shotgun:
- Yes - i will fix eyes later, have take a break today! - Jaw line might be bit wobbly, and the mesh is really lowresolution - morph target for open mouth is not too polished either, just wanted to see those teeth
The rest looks great.
Yep. can't leave it like that... I hope it's better now. I did some editing in eyelids, and darkened eyeball too
Considering this all just the 1 kind of texturemap (right?) it's really impressive, gud stuff
i like this its much better than anything i could come up with. but in my opinion, he looks too generic. like its something everyone makes. and has no uniqueness about it. maybe give him some cool hair? some sunshades? a scar?
something to give him some personality.
I wish you would post wires for this and your other models though, I'd like to be able to crit your mesh construction
Anyways can't wait to see you take this one further it is looking fantastic @!*edit* I forgot to mention how f-ing great those ears look...ears are really hard to do in my opinion so good job !
Those lips are a tad pink tho!
one thing i can suggest, the white color of the eye is too white
make it more red and add some red vains on low opacity
nice work so far
the eye bags are pressed-down skin from the eyeball, and must curve around it precisely. you just need to darken them on the sides so it curves around more, and u'r good.
-I know the eyes are bit of a problem... I will make better reflector/env when i have to get more realistic look.
pior:
-Thanks I know, i know - pink lips
almighty_gir:
- I will use this head as base mesh in my hires works. I don't want to do too unique proportions.
shotgun:
- I will do better lighting when i have time to do more expensive renders! I know i can't get proper shadows under eyelid/nose/ear...
That shows what your model miss. the little hair on the edge of the eye. (don't know the name in english, forgive me, french is mother tongue...)
Great work as usual man.