Here is a low poly self model I have been working on. I'am about to finish rigging it, and took a pic of me playing with the deformations. hope ya like it.
is that a shaved head with a mullet? or a flat pony tail? nice! you might want to use the '' tag when posting, we are a lazy bunch and prefer not having to click each picture link. Post your wires and flat, and most seem to agree that screenshots from your perspective viewport looks better than a blurry render with a black background with poor lighting.
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Check the curve of your hair line, it almost looks backwards in the model, while in your photo it curves upwards towards your head. I dunno how much modelling you're going to adjust, or if you could change that with just the texture work, but I'd also try and bring out some of your facial features a bit more, to give it a better likeness, sometimes you almost have to exaggerate the model to make it really recognizable.
I really want to do a low-mid poly self portrait as well, I'd definately contribute to that thread if it happened.
You've made the top of the head/forehead too short. The eyes should fall halfway down the head. Yours are about 2/3rd of the way up. Apart from that the model looks pretty decent. The texturing could do with a bit more love, especially round the eye area. Maybe post your texture flats for some better crits?
Sure No problem. I do need to rework the paint-over on the hands though. I did do a very good job on them. The texture sizes are the sizes I was working in at the time and left them their. If i were to put them in a game or something I would just reduce them to the standered size for that game. (I am by no means any good at textureing.)
Likeness on the face stills need some work, top of the head for example needs to be scaled a bit down on sides.
About the texture, the UVW for the body is really bad packed together so you are wasting alot of texture size with black areas or with mirrored texture spaces. The torso, pants and shoe textures are completly mirrored. On that case you can just create half of the texture, and give both sides the same UVW coordinate.
Add more light information to the texture too, imagine where a standard light would be placed (usually front/up to the model) and light/shadown where it should. Just by looking to your reference you can easly see there are areas too flat now, you could shadow the top of neck/botton of the jaw, same for the cheeks, your cheek bones create some shadowns down... adding these highlights and shadows would make your texture look a lot better.
Ok made a few corrections in the head and lowered the poly count in the head by a few. Yeah the textures are mostly mirrored for now. I havent really decided what it is I want to do with them. I dont know if i want to put a shirt on him and remove those sections of the textures all togeather or what.(the head map is staying though.) So for now I am not going to worry about them too much. However, when I get to that point Ill have to come back and re-read the crits for that. So fire away on those.
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Welcome to polycount
its a pony tail made with 6 planes and alpha shading.
I really want to do a low-mid poly self portrait as well, I'd definately contribute to that thread if it happened.
*reduced their size to save on space*
About the texture, the UVW for the body is really bad packed together so you are wasting alot of texture size with black areas or with mirrored texture spaces. The torso, pants and shoe textures are completly mirrored. On that case you can just create half of the texture, and give both sides the same UVW coordinate.
Add more light information to the texture too, imagine where a standard light would be placed (usually front/up to the model) and light/shadown where it should. Just by looking to your reference you can easly see there are areas too flat now, you could shadow the top of neck/botton of the jaw, same for the cheeks, your cheek bones create some shadowns down... adding these highlights and shadows would make your texture look a lot better.