Working on an anatomy model atm. I am going to make the face look like Woody Harrelson. It is still symetrical while I improve the proportions but later on I will be breaking the symetry and adding personalised details like vains,tendons, wrinkles, nipples, ect. Crits would be very useful atm as this will be a portfolio piece so I simply aim to make this look as good as possible, but I also plan to dress and animate him later.
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That's frightening.
Wtf
For some reason the 3\4 head view at the top looks funny. Maybe its just the angle, but it seems like the back of his skull is missing. It seems fine in the other pictures though.
technodookie- Thank you. That is an old render of the head before I took it into Zbrush, and the back of the head was not made then.
Finnished the feet now except for the top level of detailing, also started to break the symetry on the torso.
This comes off as supremely creepy - just sticking an actor's head onto a super-realized masculine form. 3D equivalent to fanfic. But if this is your jam, more power to ya!
He comes across as being rather doughy, the forms not being as well integrated into a 'whole' as I'd like to see. The abs, for example, stand out as just being ab-shapes extruded. The overall feel is very cartoony.
also, the pose of his arms is a little bit rigid right now (even though it's a bind pose) from the front view, it looks like he's falling over.
those delts are pretty small in comparison to those arms. if i had arms that huge and beefy my delts would have to be massive to support them. IMO the arms need less bulk in general.
Thanks for the crits John_Warner, I have tried to fix the areas you have mentioned, except for the pose which I will change a bit later.
Nice work, I like the amount of detail you are going into with the veins, I think the only thing that is lacking that I can tell is the knees seem too smooth. Oh and the head looks a little too wide.
timwiese - Thanks. His urine is stored inside his muscles that is why he is soo bulky I will eventually work on his manhood however not in great detail, my only concern with doing that atm is that I am worried my image hosting site would not host it. I agree about the knees and I will fix them soon.
Managed to start on the face again, made it narrower and altered the ears (so they are not based on mine anymore) still working on it's form but I will break the symetry and add details soon. Not sure what age I should make him? A younger Woody would fit the anatomy better imo however an older one is more interesting to sculpt. What do people think about the size of his head in relationship to the body? Tommorow I will provide a reference image composition so that my model will be easier to crit.
might be better to do a more generic head for your muscular guy then do a portrait study of him as a separate piece cause its quite a nice head model you made in its own right.
A couple of those images make me think your model's chin is too low/long, but then I see other images where it's dead on. It appears to changed based on his expression at the time.
One thing I noticed though, is the area around his mouth seems to be more prominent than your. The reference in the middle, where he has the blue button up shirt, and his head is slightly turned, shows what I'm referring to. Actually the one just above it on the left also shows it. I don't know what you'd call that area, but it's the half inch area that frames the mouth.
notman - His expressions as well as the photoes do change the shape of his face an aweful lot imo which is really bothering me, I am trying to look at lots of images at the same time so that I can just get a feel of how his face is shaped and work from that. Regarding the chin and the mouth I have tried to fix those areas, let me know what you think of them now.
Started breaking the symetry on his face, plenty more work left on it and also the torso which I will go back to in a while, would the model look better if it's head was a little bit bigger? Continued crits, comments and suggestions would be most appreciated.
My 2 cents is you should break this up into two seperate pieces. Woody Harrelson with a bodybuilder physique makes no sense, and the physique and his head take away from each other.
Do what you will, but I think you have the opportunity for two great showpieces instead of one confusing one.
Here is a quick render of the head with a mental ray sss shader, not used any maps on it yet just basics. Not sure if I will render this model with mental ray or vray yet, does anybody know if max's hair and fur modifier works well with vray? Going back to the sculpt now.
http://s168.photobucket.com/albums/u187/0202742/?action=view¤t=woody_face_composition.jpg
About his body, first he got a little bit X legs, id move knee outwards a little. Unless he really has knees like that. Also, does he sport 6 pack these days?
Does anyone know a solution to my hardware query?
Orriginally I wanted to keep this all one model and to animate the model realistically with morph targets for the face and a morphing displacement map to simulate the appearance of skin folding and creasing, now I will probably turn this into two separate projects, first of all I will turn the anatomy model into a Normal mapped next gen game asset and animate and pose it for still renders, secondly I will seperate the head and animate that in max with high detail with morph targets and textures, I may actually ask Mr Harrison for his assistance with this project as it would be hard to animate this realistically without studying his face in real life, plus I have an added suprise plan for the face.
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yeah, could you stop posting the reference all the time? :P
Has been hard to find time for Woody this week but he is still my main focus in my spare time.
and if Photobucket will let me host this anymore.
head is spot on though