hehe, so anyway, i decided to model my favorite action character, and see if i can get him into CS: S or HL2DM, or something...
i think his head might be too big though, can you guys help me out with getting the mesh done before i throw him into photoshop and mudbox?
CRIT MEH!!!!
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but i'll keep going, thanks =]
anyway, i made some quick changes using the first pic.
also see if you can get the chin right, that sort of pouty chin that snake has.
Oh yeah and the ears are too pointy at the lobe.
he didnt grow a mullet until the second game, or a beard for that matter.
ill be making that version too though hehe.
ill change the earlobes right now, and while im at it, ill change this, which i got from a different forum:
"your goofing up the head proportions again =P, you seem to do this on all your models a little bit, but in this models case its a tad extreme, to the point its scary to look at =P/
you always seem to bring the jawline too far forward, and make the forehead too short, slanting back to the top of the head earlier than it should, making the face from the perspective and side views look a bit apelike,
bring the middle of the forehead forward a tad, and move back the face a little from the nose down. (you could probly cheap out and just whore soft selection here)
i gaurantee you it will look alot better"
i hate people that use "alot", but in this case, he is right. back later with updates!
And you are using too much polygons near the mouth not defining anything eheh , work a bit more on your polyflow and usage
in refs the cheeck bones are higher ( in yours they appear to be where the five edged vertex is) and the skin hangs more vertically down.
the jaw is also nearly as wide as the cheekbones (your face tapers too much)
bottom lip sticks out a tad too much, and/or the chin should bgulge outwards just under lip not halkf way down.
hope that helps
3/4 view. Look at the jawline, and the characteristic "japanese anime" nose. This guys does NOT look american.
his cheekbones look like a womans, just keep tweaking the face, its hard to get that scruffy snake look with just a model and no texture.
Make a good texture ..... and it's in pocket.
Go on.
Have look at bloody Mr. Graves -
http://www.mvelasquez.com/
Here be walken, see them look alike!
apparently drunkness is good for art?
i think you need to pay close attention to his jaw and cheek area ... i think he also has a pretty prominent brow .. also i think you need some better mesh flow to develop your shapes more convincingly ... when you use your photo references try to study the flow of the topology rather than try to match the sillhouette to the picture.
i had to make a low poly face of bigboss (who is significantly more aged) for a client but i can show you how i handled it .. it's not as close as i would have liked it to be but i think i can illustrate the areas that you might want to adress... for the record, i do not wish to steal you r thread.
hope this helps
ill take a look at those area's for sure
got the head and torso the way i want in terms of definition, need to work on the ears though.
major problem now:
how do you make a texture if your working with a normalmap? if i were painting a texture for an engine which doesnt use any sort of normalmaps, thats something ive done before, but this is totally new, so can anyone help explain the process to me?
on top of which, they didnt explain in the game what materials some of his gear was made from, so its difficult even thinking of a texture for that.
You could do an AO (ambient occlusion) pass to get a feel for your shaddow areas, but other than that I dont change the details I paint because Im using a normal map.
http://www.google.ca/search?hl=en&q=ambient+occlusion&meta=
It's actualy not that confusing. I use it to detail places where dirt,dust and grime gathers.(plus it makes faces look more realistic).