Hi, this model is for my school proj. i'm trying to do a stylized human based on this sketch.
Poly: 422
Max poly with body & cloth: 6000
i've look on some tutorial on face modelling, but somehow i feel this model is not really correct.
looking for C&C to improve mostly on the modelling side.
Replies
The jawline needs a lot of work, as does the nose and the mouth. Take the sketch into PhotoShop and overlay it on the model shots and play with the opacity to see what I'm talking about.
The sketch has a pointy chin with a sharply angled jawline, the model very rounded.
It might help to import your sketch as planes you use to build off of.
Paint Overs:
Also try using a photographic reference to start with and then you can change it to fit your character better once you have the basic anatomy correct.
This might help, sorry I didn't have my tablet on me, but theres a lot more to this than most people think, so just pay attention to the flow, and go with the flow!
Use nice even spacing, you don't want any polys that are smaller or narrower than others. This will come into play when you want to add details.
Always use quads! Never tri's, never 5 sides.*
Good Job so far!
*unless your a badass
He is very right, but for basic beginner practices, you should only use tris and 5 sides when you understand why your using them, and not for a lack of better geometry, yes you can use tris and 5 sides, but only for the right reasons, and as a beginner it would be better to start out just using quads, it will help you be more succesful in the long run.
@Firecracker197 "Usually you dont want to end the loops in your head: << what loops end?? srry not really undertand.
srry for bad english, it's not my main language.
i'll continue to fix the model & will upload more.
Matt -
& meshsmooth
any1 can help with the ears??
First you need a reference image of the ear you want. Are you familiar with edge modeling? Create a plane, convert to edit poly, and shift+drag to create new faces. Using this method, create your ears outline, then bring the inside edges in to create the depth of the ear.
If I can find the site, I'll definitely post it for you.
Using a spline line I outline the ear right on top of the of the reference plane. Apply a transparent material to it, (so I can see the plane) convert it to E-Poly and start cutting/drawing in edges and pushing geometry around until I get something I'm happy with.
Ear Part 1
http://www.veoh.com/videos/v5888710ZtkzNNcz
Ear Part 2
http://www.veoh.com/videos/v6273009gxSD4kZs
Check out the other tutorials for modeling a full head.
tis an ear tut there
There's the tutorial I was talking about, thanks Franks :-)
You've taken everyone's critiques into account and make adjustments accordingly, but do you understand why the edge loops flow the way they do, and how they help the mesh deform when it comes to animating it? Because with characters, you're not just capturing form, but function as well. The mesh has to maintain its form as its being deformed ... if that makes sense, lol.
When I first started out doing characters, i only cared about capturing the perfect silhouette in the T-pose. But after rigging the character and saw how terribly the mesh deformed, the sight gave me nightmares for weeks.
So to better understand what each edgeloop was doing, here's what I did and I found it helped me.
- Make an instance of your mesh.
- Make a rough stickman-type skeleton that matches where the joints are on your mesh.
- Adjust the flow of your mesh as you see fit. The changes will reflect on the instanced copy.
- Bind the instanced mesh (freeze transform, delete history first) to the bones.
- test the deformation! If still not good, unbind skeleton, delete skin, and create another instance.
- repeat.
After enough screw ups, I started being able to predict how the mesh would deform, and how to manipulate loops so it'd deform the way I wanted it to. Of course, this is just a method that helped me understand, so hopefully it'll work for you too - unless you found a better way that works for you already. Also, looking at reference will boost your understanding even more.
C&C apreciated
@pangarang thx for the tip, i'll try it out as soon i do the arms & legs
I think the ear might be too far back. This might help a tiny bit.
http://www.anticz.com/heads.htm
Basically the ear hole, sits on top of the jawline in the center of the head. The rest of the ear flowers out of that hole and hangs out in the back half of the head.
Tagged for home use.
So the lecturer tell us to follow the body build from UT3_male model use their rig.
Here's the update, it looks like he's on steroids/ something....
C&C will be very helpfull