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Modeling male African American

Hi, Im trying to model a african american male and im having alot of trouble.

Whatever I do i just end up with something that looks like a bignosed white guy with big lips...

Soo what other things are there that define a "in general african american"?
What i got so far: th_Untitled-3-1.png
Yeah, mouth looks pretty weird atm...

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  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Taylor Hood
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Get some reference. Compare it to what you've modelled. Adjust accordingly.
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Taylor Hood
    OP, he definitley doesn't look African American...hmm. Gonna look at it more and try to see what you could improve.
  • DarthNater
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    DarthNater polycounter lvl 10
    African Americans usually have a broader, flater face and more rounded skull than whites. Move your ears up a bit and widen your eyes too.
  • System
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    System admin
    This might sound like a stupid question but are you using reference? If not I found this which could help.

    Basically I see this: mouth too narrow, top lip too thin and I have a feeling that the forehead may be too flat, but, without seeing the whole head it's hard to tell.

    btw I don't know why character modellers think it's cool to have such an enlarged sternomastoid muscle these days, it doesn't look anatomically correct.
  • Clockwork
    GCMP wrote:
    btw I don't know why character modellers think it's cool to have such an enlarged sternomastoid muscle these days, it doesn't look anatomically correct.

    Since when has characters for games been about being anatomically correct?
    It's about visual appeal, cool factor, stylizing.
    Enlargement of muscles is just one way of stylizing a character.

    neigan: Looks like your sculpting, not modeling? Big difference. Either way, use reference.
  • System
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    Clockwork wrote: »
    Since when has characters for games been about being anatomically correct?

    All characters are based upon actual anatomy. Unless were talking about rare cases of cartoon art, a man would have to have been taking massive amounts of steroids to develop that muscle to such a state. In this case, I think it's safe to say the sculpt is heading into the realms of realism.
  • Clockwork
    GCMP wrote: »
    All characters are based upon actual anatomy*. Unless were talking about rare cases of cartoon art, a man would have to have been taking massive amounts of steroids to develop that muscle to such a state. In this case, I think it's safe to say the sculpt is heading into the realms of realism.

    *that's what stylizing is, based on actual anatomy, but exaggerated, or downplayed, or just changed up in shape even.


    Based on is not the same as anatomically correct, which is what you said. You can clearly see that his anatomy is based on actual anatomy, as he has the correct muscle, in the correct place, even the same shape. If he wants to make it big, or small, that's a creative choice.
    You better rethink what you wrote in the first place, and not keep arguing, because you're wrong.
    The evidence is in all the games released, and common sense.

    BTW: You were not referring specifically to this sculpt either, you said "character modellers", and "these days". You were talking in general. So don't go back on your word now, and change your mind because you want to start an argument.
  • neigan
    decided to start over and acutally do the base in maya instead of doing all of it in zbrush. Easier with references and stuff, at least for me.
  • System
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    Clockwork, I wasn't going to reply but since you edited your post let me be clear, I'm not aiming to derail this thread, the aim is to give good advice.
    Standing by my point - I have never seen that muscle so enlarged before in any game based on realism and believe me I have played quite a few. Agreed somewhat that exaggeration etc. is stylisation but there are limits before things start looking abnormal.

    I think you need to relax and analyse the situation, this is a technical discussion, not a heated argument:)
  • Celes
    should model after somebody who's african american. or pick and choose from features of different african americans. it's hard to pin point what an entire ethnicity should look like.
  • neigan
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Mark Dygert
    Yep better. The lips are a big improvement.

    The nose looks like a stretched white guy nose, very triangular and smooth. The nostrils seem too thin and stretched.

    The ears might be too low and too small but its hard to tell from this angle...

    Lastly I think this belongs in P&P.
  • neigan
    well this is just the base model and i will retopo after zbrush so the wire dont say much atm.
    But yeah, will come back with more later.
  • [Deleted User]
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    [Deleted User] insane polycounter
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