Hey guys. It's been so long since I've been on here. I'm glad to finally get back to show some work.
Here's a woman I've worked on. This was actually the same model I used for Character Animation class. The teacher only wanted a basic model, and I was going to flesh out the model to rig and animate.
It was finals week and since my classes have been over for two days, I decided to go back and flesh her out a bit. I started running into edge loop issues with the body and I just decided to just scrap the body. I decided to optimize the head, and I just wanted to see what you guys thought so far.
Replies
you tell me...whats wrong with yours compared to a real head. Even if this is supose to be toony, it doesnt read as female. you have a geo start, now use that and push it into place. This can be made into a nice head with a bit more work.
Secondly, you've got a start on getting the right edgeloops in around the eyes and mouth but then it's gone all gridded out- check out Darren "Daz" Pattenden's tutorial
http://www.daz-art.com/hi_poly_tut.htm , he does a really comprehensive rundown of his workflow- a lot of these practices such as the edgeloops and modelling methods can be used for game art too, but you find that any edgeloops that are really close to each other that they upset the balance detail wise get optimised down.
As for this model as it stands right at this moment, I'd personally move the eyesockets forward, so there's less of a mad curve going on when looking at the contour lines of the eyes, nose, mouth and chin
Stimpack: that ref chick's quite cute.... nice eyes