Hallo.
I've started working on a head for sculpting/texturing practice and decided, after seeing Tom Parker's Superman for the Comicon competition, to do a head predominantly based on Alex Ross's "old" superman.
I think i've got to a point where the detail is plentiful however a second pair of eyes might be needed before I take it to low poly and start working on the texture.
Thanks in advance.
Replies
I remember someone taking a crack at this on ZBrush Central many many moons ago. It was pretty inspirational and an amazing take, would be good ref. Probably too old to find now =/
Might be a little lumpy.
The eye balls look a little squished like they stop short as if they aren't round and continue below the eyelid? Maybe because you shifted some features around afterward?
http://www.antropus.com/blog/index.php?entryid=20
EDIT: Quick update, tightened some of the facial features and moved and sharpened the jawline and fat under the chin. Also fixed the eyes as they were curving back into the head way before they reached the lower eyelid.
http://www.gameartisans.org/forums/showthread.php?t=10114
That was the main reason why I decided to create a Superman head. The quality and detail of that version really stood out so I wanted to do something based on the same character.
Update, again tightened and cleaned some features up, bringing the ears out more and pushing the eyes out more on the profile side.
For example, his head looks overly square, even for the old superman. The bottom of the jaw in the front perspective is significantly wider than the temple and it actually concaves in where the cheek bone should be pushing out . This gives him an almost cartoony effect, which I am not sure if thats what your going for.
I was after the large chisel jaw as shown above and attempted to emphasize the zygomatic arch by forcing the skin below inward as over-exaggerating the arch too broke the silhouette.
I think the perspective on your reference combined with your perspective in your sculpting app. might be throwing you off a little, but even just a little off makes a big difference with a likeness sculpt.
I would say overall his head should be longer. The back bottom corner of the jaw from the front view is higher up. The base of the nose that merges with the face could be smoothed out. The Naso-labial folds less defined.
Build a little more mass and smooth out the outside of the orbital bones.
The Temporalis (side of the forhead muscle) is too large. This area actually comes in a bit on your reference, so it is concaved.
I would bring the mouth up a little, make the outside corner of the eyes slightly further towards the ear.
In the side perspecitive I would bring the eyes back some, and consider pulling the nose and mouth back as well, and see how it looks. (since you don’t have a side ref)
Lastly, like I was saying before, if you look at the cheekbones sillohette in the referecne you will see they protrude outward into where the ear is. In yours this doesn’t happen. So I would still play around getting the cheeks more defined.
Your doing a very good job so far so don’t call this finished yet. Your so close!
The changes that could still be made are much more subtle than previously, so if I were you, I would put this sculpt aside for a while and come back to it when you have fresh eyes.
Then you can play around with the little stuff untill you are happy and call it done.
Really nice improvement man!
[edit]
I'm gonna post a likness sculpt up pretty soon for crits also, you can tear me up there if you want
Payback!
the mucles on his neck that form the V around his adams apple should go back more to his ears,
yours just kinda run into the jaw and stop. also your traps seem verry think in the side view.
note how the traps fold around to the top of the shoulder
It's looking great though man...very minor things that could use a little love. Looking forward to seeing the lowpoly and textured up version
I had another crack at this, however I think i'm going to take Brad's advice and come back to it. I'm thinking I might even make a full body sculpt to accompany it.
For now, ive taken the base mesh and tweaked it to make the low poly. My aim for this project (and some future projects) is to work on a few heads (predominantly the texturing and sculpting side) for practice as they are usually the areas where I struggle.
I textured the head up just to see what kind of results I may get once I come back to it (rendered in Marmoset).
a) Setting up my Ambient Occlusion and Cavity maps.
b) Establishing the base colours in separate layers so they can be easily tweaked.
c) Giving the entire face a base skin texture to start me off.
d) Painting in minor highlights and colours (such as the red in the cheeks).
e) Finding some pictures of nicely detailed faces, cutting out different sections and tweaking the result. This usually ends up being desaturated and then overlayed over the skin texture.
Everything after this just involves tweaking and playing around until I get a decent result. One thing I always try to do though is work with the model completely self illuminated so that I can focus on the texture and the texture alone. Applying the normal map with no crazybump normal or specular only distracts me as it never looks great. Also, I don't throw in too many highlights/shadows into the texture as most lighting/shadows are generated by the engine now as opposed to being built into the texture.
Heres was the final diffuse before I started working on the normals: