No one probably remembers, but quite a while ago I had a head modeling thread. Well, this is the new head modeling thread.
I'm going to make a high-quality video game character; with a ski mask over his head and a gas mask over that. He'll have knee and elbow pads, boots, camouflage pants and shirt, belts, guns, ammo pouches, etc. He should look good enough to be in Call of Duty 4/MW2.
The Problem: I'm a terrible head modeler. I've gotten better over the years, but I'm still not very good at it. Both the looks of the head and the topology need serious work.
So, in this thread I'm going to post my progress as I keep trying new things and ways and attempt to make a really good quality head. I'm hoping to let the texture do the work--I'm going to keep the detail somewhat low and let the texture fill in some details.
Now, I'm going to plan the topology first by painting it over the reference images, then start modeling. I've made enough heads by now to realize that it can be disastrous if a topology mistake or bad flow is noticed late in the development of the head model. Besides, it also makes it quicker and easier to know where to put everything.
I'm going to use one of three tutorials (I think):
1)
http://www.cgarena.com/freestuff/tutorials/max/headmodeling/index.html
2)
http://www.cgarena.com/freestuff/tutorials/misc/headmodeling/index.html
3)
http://www.3dtotal.com//ffa/tutorials/max/joanofarc/head1.php
Which do you think would be the best? I'm trying to make a video game model, remember, so it can't be too high with the polycount.
I was wondering, before I start painting the planned topology, if anyone has or knows how to get a wire render of one of the main characters from Cod4 (Soap, Captain Price, Gaz, etc.)'s heads. It would be great if I could copy one of those head's topology, or use it as a guide. If anyone has such a pic or knows how I can easily get it, I would be very grateful.
Critique and comments are more than welcome as I struggle to make this model.
Thanks,
~ Mr. Bean
Replies
My advice is to just do it iteratively. Try all of the tutorials at least once. Do it fail, do it again and fail again, keep trying until you have something which is a little less of a failure.
If your looking for some topology guide then heres a good one.
http://wiki.polycount.net/Face_Topology
Good luck.
Huh? You mean, you remember me from somewhere and think I'm an impostor; you've watched the TV show...or what exactly are you talking about?
Thanks a lot for the link, I'll check it out.
Watch this and the rest that goes with it.
http://www.veoh.com/videos/v4199970Rcyp2cfj
It's also helpful to study the skeleton, muscles and artistic approach of building anatomy in planes, proportions etc.
Alright I'll check that one out. Guess tut #2 is out of the selection.
Thank you for the advice; I have tried many tutorials, and more than once too, but I should probably to it more systematically like you're suggesting. I really appreciate the tip.
Okay, so I've ruled out tutorial #3 as well. That leaves tutorial #1 and the Veoh one that Psyk0 linked. The only thing about the Veoh one is that he uses a subD modifier, and the polycount looks pretty high, so that it probably wouldn't be ideal for a game. Remember, Cod4/MW2 or HL2 is the type of head I'm aiming for. I suppose I could follow that tutorial and just not apply a subD modifier, but a head modeled to look good with a Turbosmooth or Meshsmooth modified applied sometimes looks awful without any kind of SubD on it, and the polycount is usually too high.
But what do you guys think?
PS: Sorry, I forgot to mention that I use 3ds Max.
Thanks!
Then move to 3D. You'll be surprised by the huge progress you'll be making...
Get started!
No no, that's his mouth :icon15:
Update.