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Face Geometry Crits please!

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polycounter lvl 18
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Badge polycounter lvl 18
still trying to get the human figure down, decided to work on the face tonight since ive put it off once or twice. I feel confident with the majority of the build, however the eyes (and ears) are giving me a bit of trouble and id like to know what texturing and normal manipulation can do for it as-is.

any crits appreciated!

[image]http://45mh.jpg[/image] [image]http://35sp.jpg[/image] [image]http://15ga1.jpg[/image]

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  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    I think you should look at it more from the top, and from the bottom. right now placement is semi ok, needs some work, but the volume of his face is way too pinched. The V of the taper is way too sharp. The front of the face tends to be much flatter.
  • Striff
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    Striff polycounter lvl 18
    There are definatly some problems with it, but the two that stand out to me are :

    - The mesh dosn't really "flow", it just seems like you put cuts where ever you needed detail, I would try to make some lines wrap around the head more from the front, and combind some lines where you don't need as much detail.

    - And on the top picture above the ear, where 8 lines come together needs to be fixed. That can be fixed by following what I said in my first comment.

    Good start =)
  • Badge
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    Badge polycounter lvl 18
    ok cool. So its ok to add a bit more polys for the sake of flow? I did try to end the lines asap for the sake of poly count.

    as for the chin i realized this after i had taken the pictures, essentially i just reeled that last vert inwards more and saw a much smooth chin, so i hope thats what you were talking about.

    ill see what i can do about the topology, thanks guys!
  • Badge
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    Badge polycounter lvl 18
    Update. seemed like a quick fix, assuming i recognized the correct problem areas. but i definetly see an improvement in the layouts so ill try to move on to this method now.

    [image]http://66xw.jpg[/image]
  • Kitteh
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    Kitteh polycounter lvl 18
    What the hell is with the ears!? They're really short.
  • Badge
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    Badge polycounter lvl 18
    Well not everybody has identical ears, im pulling from a reference... is it not proportionally correct? i mean i dont expect and unshaded piece of geometry to look spot on, so as far as i can figure i may not see any flaws until i drop a texture on it. im at a loss as to what i can do to correct them, any crits on those?
  • Mark Dygert
    Three things:

    1) As Ben (poop) said the V line of the jaw is much too pointy.
    2) You have some wierd edges ending in odd places. It looks like you started to work in quads then switched to tri's. In general I have found it easier to stick to quads, especially when you start importing things into Zee-Brush (it hates tri's and does wierd things).
    3) The ears are too low and much too round. This is one of the reasons I would suggest building off of referance photos. If the person has short stubby round ears then so be it. But for practice model it seems odd without some freakish referance to back it up. The bottom of the ear is in the right place but the top half of the ear needs to come up so the part that connects to the temple is even with the eye.
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