Here we go. Got a few more alphas to lay down, and i'm gonna touch up the ear...then it'll be about time to texture captain grumpy over here. maybe get some animations in by the end of the week. they'll be extra sad
here is mesh:
granted not the best place to have slipup in edge loop. i honestly don't know how i missed that vertex.
looking for all critique, be brutal. i'm not going to learn being treated like a nancy
Replies
The sculpt looks like it could use some more work on the forms of the face, but you're off to a good start.
Also continue sculpting around the entire head, nothing worse (well I'm sure there are some thing in fact) than a sculpt that has has lots of detail on the face, through to an unsculpted head.
-Adam
Someone suggested once starting off with a skull under the base mesh to help hang flesh and nail muscles, fat and skin as well as proportions. Even for stylized characters it can probably help, nothing stopping you from deforming the skull before starting... could be useful.
playing around with eye effect to get a good idea for cataracts =P. needs moar milk.
i realize that unwrap is probably unorthodox and inefficient in many ways, but it seemed logical enough and it's not like i don't have the room to do it .
i got low poly looking good with normal applied in blender render, but now i have to figure out how to bake shadow/polypaint/materials in zbrush onto my uv. alas, a new adventure
there it is.
4k poly w/ normal map. thanks for patience etc while i figured this whole process out, i think it's time to move on to finishing more projects.
Just joined the forum and found your thread. I'm much less experienced in head modelling than the rest of you guys, but was impressed with your model. Could you please give me some advice? I noticed you mentioned blender and Zbrush - what software did you make the mesh in? It seems to have texture already - did you you use a bump or displacement map, or something else, and did you use masks? You did a normal map - can this be used in a graphics package to produce wrinkles etc on another layer and then put back somehow without fiddling with Unwrap UVW?
I hope this was OK to put on your thread, as it seems to me to be relevant.
Thanks
John
Since posting have discovered that you can export a template from Unwrap UVW to a graphics package, create and edit layers, bring it back into a material and it sits fair and square in the right place on the model, so I'm sorted there. However, still very interested in how you did your model.
Cheers, John