His lips look very deflated and pursed, pull them out a bit, especially the top ridge of the upper lip (philtrum could also be deeper). The chin's also a bit soft and feminine.
I can see some resemblance in the first image though, keep it up!
I tried to fix the problems you said,and started the body.When i tried to include the hair in the OBJ, Marmoset crashed =/. I'm not sure what kind of clothing i'll add,so suggestions are welcome .
its the lips, eyes and hair that made me believe first that it was a woman (apart from the name). Give him some beard and maybe re texture or redo the lips.
I think the pupils also look a little dilated along with his face being a little exaggerated, his forehead's not that big and his face's generally more defined.
Evidence of facial hair kind of makes him more authentic looking too.
Thanks for the comments everyone.
Just to make sure,this isn't meant to be a game resolution model. I want to make a realistic render of it once it's done,and try some new things such as SSS and hair tools.Right now it's around 20000 triangles and uses a 4096x4096 map(i remapped everything on 1 UV,that's why the texture is less far progressed then before)
Anyway,i went back to mudbox and used that greyscale image.I sculpted the details around the corners of his mouth and the creases around his nose and eyes.IMO the likeness still isn't very good .
i think you are aiming way too high before even has the bases set , first before texture be sure to have all his recognizing features, right now he doesnt look realistic at all , desproportionate etc, more like a plastic doll , dont go higher than subd level 1 or 2 in mud before you did everything and you REEEALY need more polygons to achieve that shape. and if its not intended to realtime, then make offline renders , not putting it in marmoset :P
Thank you,Johny.
My problem is that i want progress to fast,i have this with painting too
I made some changes and used some more reference(i was lacking perspective the most)
I think i made his face to long,is this correct?
And i used marmoset to test things quick,the final product will be rendered in Blender i think.
The space below his lower lip should be going in more, and his mouth should be a little wider. The lower lip itself should be pulled back some as well, as right now it looks like it's flat in line with the upper lip, which isn't what lower lips generally do. The area under the lower eyelids should go in more too, and there should be more distance between the tear ducts and the bridge of the nose and his brows should come forward a little more towards the outer corner (temple area).
The iris/cornea of the eyeballs you've got there are too big too. Or maybe it's the whole eyeball that is. It's hard to tell. But check it out.
The nose is looking good.
Overall, you're on the right track compared to how it looked before, so keep it up.
now be sure to match the planes on his face to get the right forms
give the eyes a lot of attention and the creases and folds. the corners of the mouth and ear where it leads to the face have a pinched/tense/twisting look that looks unnatural
Luke_Starkie: Thank you.
killingpeople: Wow, you're on a drawover spree, thank you again. I hope i did it right, because i didn't use this plane technique before(but i will from now on)
The corners of the mouth are tricky to get them looking natural.
i would advise you to step down subdivisions until your at subd level 1 or even 0 , because thats where you should do what KP paintovered , the most defining face planes are defined at that stage, higher subd levels are for details where you need more geo. good luc k!
Hey Johny,i defined the faceplates at level 1 or 2.i got higher for this picture because i thought the planes were ok and i could start the detailing.
So i should define them more or is it the shape that's wrong?
I tried some tests with particle hair and SSS in blender. Kinda looks like a wax figure though
I also tried to give him a beard,but the hair's were floating on his face,so i removed it
Update.
I made a proper SSS map now. For some reason the face keeps having to much specular,even though my specular map is almost black. The eyes are terrible atm. I found a tutorial for that though. I just didn't have the time to work alot on the eyes yet.
It's been some time since i updated this thread.
I turned it back into a game model, i think i'm not ready for high end rendering.
My goal is to make him look like in this picture http://www.jaredletopictures.net/displayimage.php?pid=3952&fullsize=1
I think i need to make his skin tone more yellow and make his nose bridge thinner.
If anyone else sees more flaws,please post them.
to be honest, you're moving too far too fast, the mesh isn't right yet, the eyes are wrong, the brow is wrong, the chin looks a little off.
there's too much work to do on the model before you work on the texture.
and seriously, watch fight club, he's in that, and it's a great source of facial reference for him, as it isn't covered by emo fringe.
Can you shut his eyes a bit. No ones eyes are that open unless they are in the dark or some unusual circumstance. Just makes him look consistently surprised.
Can you shut his eyes a bit. No ones eyes are that open unless they are in the dark or some unusual circumstance. Just makes him look consistently surprised.
Looks like good work so far. I just had to read this thread when I saw his name. I was just thinking about him yesterday since he want to one of my schools briefly and I saw his name on the "notable alumni" section of the school's Wikipedia page.
I've been adjusting the model some more.I take screenshots out of max, and place them over my reference in photoshop and them try to fix them. Most things should be ok now proportion wise.
Replies
I can see some resemblance in the first image though, keep it up!
I tried to fix the problems you said,and started the body.When i tried to include the hair in the OBJ, Marmoset crashed =/. I'm not sure what kind of clothing i'll add,so suggestions are welcome .
its the lips, eyes and hair that made me believe first that it was a woman (apart from the name). Give him some beard and maybe re texture or redo the lips.
when a guy looks like that, you can understand why people think he's a girl.
the manliest he looked was getting his ass whooped in fight club.
Evidence of facial hair kind of makes him more authentic looking too.
Just to make sure,this isn't meant to be a game resolution model. I want to make a realistic render of it once it's done,and try some new things such as SSS and hair tools.Right now it's around 20000 triangles and uses a 4096x4096 map(i remapped everything on 1 UV,that's why the texture is less far progressed then before)
Anyway,i went back to mudbox and used that greyscale image.I sculpted the details around the corners of his mouth and the creases around his nose and eyes.IMO the likeness still isn't very good .
My problem is that i want progress to fast,i have this with painting too
I made some changes and used some more reference(i was lacking perspective the most)
I think i made his face to long,is this correct?
And i used marmoset to test things quick,the final product will be rendered in Blender i think.
The iris/cornea of the eyeballs you've got there are too big too. Or maybe it's the whole eyeball that is. It's hard to tell. But check it out.
The nose is looking good.
Overall, you're on the right track compared to how it looked before, so keep it up.
I made many changes today, i hope the likeness is getting better
http://2.bp.blogspot.com/_XAePxwGya7E/SUJx4iJPnMI/AAAAAAAAB-s/44af3Gwk-lQ/s400/jaredLeto-hairstyle1.jpg
thank you so much for these drawovers. I feel that it's finally getting there.
now be sure to match the planes on his face to get the right forms
give the eyes a lot of attention and the creases and folds. the corners of the mouth and ear where it leads to the face have a pinched/tense/twisting look that looks unnatural
killingpeople: Wow, you're on a drawover spree, thank you again. I hope i did it right, because i didn't use this plane technique before(but i will from now on)
The corners of the mouth are tricky to get them looking natural.
So i should define them more or is it the shape that's wrong?
I also tried to give him a beard,but the hair's were floating on his face,so i removed it
I made a proper SSS map now. For some reason the face keeps having to much specular,even though my specular map is almost black. The eyes are terrible atm. I found a tutorial for that though. I just didn't have the time to work alot on the eyes yet.
I turned it back into a game model, i think i'm not ready for high end rendering.
My goal is to make him look like in this picture http://www.jaredletopictures.net/displayimage.php?pid=3952&fullsize=1
I think i need to make his skin tone more yellow and make his nose bridge thinner.
If anyone else sees more flaws,please post them.
I added a SSS map,but it's still a real time model (using Shader FX)
I'm now going to make an alpha mapped beard.
there's too much work to do on the model before you work on the texture.
and seriously, watch fight club, he's in that, and it's a great source of facial reference for him, as it isn't covered by emo fringe.
I also changed the eyebrows.
I thought i fixed that with the latest image.
I used this picture as reference, his eyes are quite open.
http://www.jaredletopictures.net/displayimage.php?album=110&pos=3