looking good. That frontal ref, it looks as though the eyes should be wider set, and his mouth narrows quite quickly on the lips and makes up its width with a "zipper" line of compressed skin- your mouth has the lips running to the edge of the mouth opening, if you see what I mean
That front view picture is not a front view, (tilted forward)
modeling faces from orthos doesn't work anyways (don't trust them tutorials!),
place an accurate 3D skull under your model and you will see instantly why it doesn't look right.
Yeah I know the nose is really bothering me, don't want to add too much geo/and I dont want to have to rework the topology but it looks like I might have to, thanks for the top about the eyes,
A look at silhouette, I tired fixing up the face by using a skull and it started pissing me off, so I took a break from the head, I have no idea what specs I want to aim for with the character, but I want to get him into a few engines.
Started on the guitar, trying to figure how to model the metal heads, I have no experience with guitars in real life, so some things might be really off...
duct tape could use some creases to sell it better, I cant tell what it is. More grime as well, like when tape peels off on the edges and its still sticky, u get a build up of dirt and nasty shit that sticks to it. I feel like u can tweak the spec more too, feels to clean.
Your are missing volume/tone knobs and strap holsters. Also an input jack on the bottom in case u dont have it.
Yay I learned how to use the ultimapper in xsi to get AO maps to help with texturing, before I was just guessing on the placement of stuff and tweaking till it was right, this is a huge time saver.
I can't get decent results in zbrush so I decided to hand paint the textures, and after doing the shoes 4 times I got something decent, the texture is a WIP
Based on the reference of this guy you posted in the guitar thread, I thought his tattoo said "how much fat can you tat?". since his bass was covering key letters. Thought I would share that.
Based on the reference of this guy you posted in the guitar thread, I thought his tattoo said "how much fat can you tat?". since his bass was covering key letters. Thought I would share that.
Good stuff though! Bass looks really nice.
That really made me laugh
I need to keep working on the texture, had to redo the UV map (I never textured a full character before)
I have to add a few more things to the UV so its not completely crammed yet. And I need to figure out the best way to do the hair...
Thought about abandoning this project, but after I posed it and tested it in an engine I think it looks a lot better that I was expecting, weird issue with some polys though...
I think I might take a break from this project for a while, maybe try to learn ZBrush and get back to it, hand painting isn't going as well as I hoped, and is taking forever, does anyone have some jean seam brushes for photoshop? because right now I'm copying and pasting them around and it takes foreer.
Replies
haven't found a good front reference photo yet, working mostly on edge flow, got some n gons in there I need to figure out how to fix.
Finally getting a hang of edge flow (I think), now to the mouth/nose
BTW I've never EVER finished a head before, gave up the during the other attempts.
Best reference pic ever?
Getting closer.
Good luck!
~P~
The eyes are also a bit too big and close together. Chin needs to look fatter and rounder.
modeling faces from orthos doesn't work anyways (don't trust them tutorials!),
place an accurate 3D skull under your model and you will see instantly why it doesn't look right.
Good luck!
Yeah I know the nose is really bothering me, don't want to add too much geo/and I dont want to have to rework the topology but it looks like I might have to, thanks for the top about the eyes,
I couldn't find a good front pic of this guy.
The edge flow is nice
A look at silhouette, I tired fixing up the face by using a skull and it started pissing me off, so I took a break from the head, I have no idea what specs I want to aim for with the character, but I want to get him into a few engines.
This thread is now officially 50% more titty wiggling fun
(Shorts are far from done)
Having trouble with the elbow, I want to make sure the edge flow is good.
a few things to do before adding the duct tape and stickers.
Now for the bottom thing and the turning things by the metal heads.
Then the duct tape and stickers!
Time to beat this thing up.
My least favorite part
Your are missing volume/tone knobs and strap holsters. Also an input jack on the bottom in case u dont have it.
A nice lookin P-bass tho! keep it up!
Yay I learned how to use the ultimapper in xsi to get AO maps to help with texturing, before I was just guessing on the placement of stuff and tweaking till it was right, this is a huge time saver.
I never baked a high poly model onto a low poly, the tri count is less than 600 with a 512 spec and normal make, so I have a lot to play with.
tweaking, its at 4k tris right now.
~P~
Good stuff though! Bass looks really nice.
That really made me laugh
I need to keep working on the texture, had to redo the UV map (I never textured a full character before)
I have to add a few more things to the UV so its not completely crammed yet. And I need to figure out the best way to do the hair...
redid the hands
I dunno if the new cargo pockets are working, started texturing the arms and shorts more, re shaped the arms a bit, added those paper bracelet things.