Hey,
ive recently decided that I need to take a step back from creating full characters and just focus a little more on specific anatomy, namely the head. So ive been working on random female head sculpts however i'm at the stage now where I feel as though there are naggling little issues regarding the proportions and anatomy but I can't see them.
Heres my latest head:
...and heres my attempt at putting in placeholder planes for hair...
BTW if anybody has any great advice on modelling female hair (whether I should use planes predominantly or mix in planes along with a solid mesh, etc) that would be great.
http://www.bajsingh.co.uk
Replies
here's a couple of zbrush tutorials on hair:
http://www.pixologic.com/docs/index.php/Tutorial:_Hair_Sculpting
http://www.zbrushcentral.com/zbc/showthread.php?t=1312
Anyone can use reference or get feedback on how to make it "perfect". Do something cool with it
P.S. It's important to get proportions and anatomy right as you move forward, but as an artist you need to balance these things as you add details. If you're doing wrinkles, you might find you put too much meat on the face for example. Just ease it back, that's what's great about zbrush is you don't have to work in phases because it's just that powerful. So I guess I reccomend learning to push everything all at once, detail and proportion. Go back and forth and you'll become a more powerful artist in the digital age.
As far as Crazyfingers' advice, I don't think you have to make an old woman, but maybe try to get some unique anatomical features going. Many famous models or actresses have some kind of feature that sets them apart, that might be considered ugly on some, but it just works somehow on their face to create a really memorable and attractive look. I'd try going for that over just generic old person, which I think is also overdone, even if it's not as overdone as hot generic female.
From top left to bottom right:
*Max Viewport diffuse only
*Zbrush sculpt
*Marmoset render (not great as it appears my video card wont render shadows properly and the hair specular seems to be breaking it...a lot).
*Max Render (Scanline)
*Xoliul viewport shader.
* Normal mapped model.
The annoying thing is...no matter how hard I look at it im finding it hard to see the problem but I know its there.
http://media.photobucket.com/image/noses/Manshee/mizzd_noses.jpg