Hey everyone. Thought I'd post some work I've been doing and say hi to the forums . Been working on this for a day now and I thought I'd share. Comments and critiques are welcome of course.
I think you should step down some subdivisions and get the basic form right.
His forehead looks really weird right now( not veritcal enough, to far forward).
Also, you should get more reference
Keep going!
I agree with Dracula, you need to go down some subdivisions and really fix some of those proportion as well as setting up a base for the planes on his face.
Okay so current progress: Fixed up the forehead and the cheeks. Ears and eyes still need some work as well as the lower lip not looking "exactly" right...
And I toned down the sub-d levels to boot.
Update! Thanks for the critiques and comments everyone. Keeps me goin'.
About the legs: I'll confess I used reference of a short stocky bodybuilder, so thus why he seems a little...off. Still working on the texture for the body. I'm thinking of just finishing and posing him pretty soon. Hair will be up soon!
You are making some great strides in this thread, which i love to see. It's refreshing to see someone taking critiques well, and acting upon them. You are doing great. However, you need to slow down a bit. You shouldn't be texturing yet. I think you need to nail the likeness in the sculpt first, which you don't have yet.
Things jumping out at me: the brow comes out a lot on the outer sides of the eyes, which you can see in the 3/4 view.
Also, the nose blends into the forehead too much [look at the profile versus the reference profile at the top of the page] he has more of a dent there.
The nose for me right now seems to be one of the bigger problems, the underside should be tilting slightly up, where you have it coming sharply down.
The eyes still need to be scaled down.
Lastly, the cheekbone needs to sit up higher near the eyes, and the line coming down should be almost touching the mouth as you can see in the paintover Joshflighter did. The mouth you have is also a tad to wide, I think.
You are making good progress. Please don't give up and move on to texturing without making it be as good as you can make it, as I see a lot of people do. Push yourself, and make that face F-ing perfect.
I hope all this helps, and keep up the good work. GO GO GO!
Thanks for the input Cody. :poly121: I'll be making those adjustments tonight and get him updated. Can't believe I keep on being a little off with his face :poly127:. Back to the modeling!
try to find some more 3/4 perspective shots of jackman
i think you are working with too planar reference so you end up with a result that has some of his facial features right in the front or left view but for some reason do not look like him
Don't go into pores yet.You still have some issues with the likeness.
His eyes are placed too much into the skull.Push them forward a little bit.
Get some 3/4 shots as Ravenslayer suggested and check the placement of the eyes, the chin and the form of the nose.
Hey I'm not perfect at this either but a few things I see wrong. The nose is a bit too bulbous and defined at the tip. The bridge of his nose is not defined enough and too lumpy. The nostrils aren't showing enough (bad reference since it is in complete shadow) which makes it look like he has a hook nose. But part of that is about the expression on his face. So I'd show just a tad more.
Next the eyes, the lower eye lid curves more and is a bit fuller towards the outsides of the eyes. You also need to add in an upper eye lid which seems completly absent in your current progress which should help define a more angular shape to his eyes.
His expression currently doesn't match. His eye brows are arched, brow furrowed, and his nostrils are starting to flare, but his eyes aren't squinting enough. Eyes are one of the most important things that connect you to a character too, it's important that they convey the overall feelings of the character.
You overall head shape, jawline, cheeks, mouth etc. look pretty good, I'd mainly focus on getting the nose/eyes/brow right. I might pull the chin a bit forward too in the profile picture.
You're close, just need to refine the shapes a bit more. Main thing that stood out to me though is the upper eye lid and the tip of the nose is a bit more angular than what you've got. Here is some more reference that shows what I'm talking about.
Thank you again guys. Been working on him all afternoon (/facepalm) with the advice you guys gave. I'll post another update later tonight or tomorrow. In hindsight I think I should have modeled his base then sculpted the details. But I think I'm learning much more on sculpting the likeness this way. So... :thumbup:
I don't know if anyone has pointed out but beware modeling off of such a stilted promo shot. Likely he's drawing his chin in, the deep shadows and who knows what else (Photoshop massaging?) so trying to nail your likeness modeling from that shot is just going to end in tears. I'm sure you've looked for plenty of refs but look some more, the less adulterated the better.
Also don't get caught in the trap of simply lining things up traced to a ref; at the end of the day you are still going to have to SEE the reference and then SEE your work and compare their respective volumes with your own eyes. People and the volumes and shapes of their faces are so pliable that it's going to take you, the artist, and your work to get the likeness; lining it up and adjusting it against a dozen disparate or distorted references won't get you there.
I haven't modeled in a while but the analogous situation with painting is that once I stopped tracing my references or other such easy cheats, my likenesses got a thousand times better.
Update! Current progress, and I decided to post it up. I've started on the hair and getting it laid out. Debating on stepping back on it with the flows of hair, and then detailing it. Again as always, comments and critiques are most welcome.
like others have said i think you are getting way way ahead of your self. in my opinion this still bears 0 likeness to jackman, and you just keep going and going with it. you really need to go back down a few levels and do some drastic work on your main shapes an forms
the few time i've tried at likenesses i failed miserably, but really i think if you give up now then you are not cut out for it, cause dicking around on one attempt and then saying you are not cut out for it is pretty much proof. these kinda things are terribly hard and take a lot anda lot and a lot of practice dozens even hundreds of failed atempts before you start making great models
Replies
I think you should step down some subdivisions and get the basic form right.
His forehead looks really weird right now( not veritcal enough, to far forward).
Also, you should get more reference
Keep going!
IMO, this might be some stuff you might want to fix. I dont know to much about the structure of a human face, but this is some stuff I thougt was off.
And I toned down the sub-d levels to boot.
Have you tried overlapping the source image to the images of your model so you can see what major differences there are?
Updated. C&Cs welcome.
About the legs: I'll confess I used reference of a short stocky bodybuilder, so thus why he seems a little...off. Still working on the texture for the body. I'm thinking of just finishing and posing him pretty soon. Hair will be up soon!
You are making some great strides in this thread, which i love to see. It's refreshing to see someone taking critiques well, and acting upon them. You are doing great. However, you need to slow down a bit. You shouldn't be texturing yet. I think you need to nail the likeness in the sculpt first, which you don't have yet.
Things jumping out at me: the brow comes out a lot on the outer sides of the eyes, which you can see in the 3/4 view.
Also, the nose blends into the forehead too much [look at the profile versus the reference profile at the top of the page] he has more of a dent there.
The nose for me right now seems to be one of the bigger problems, the underside should be tilting slightly up, where you have it coming sharply down.
The eyes still need to be scaled down.
Lastly, the cheekbone needs to sit up higher near the eyes, and the line coming down should be almost touching the mouth as you can see in the paintover Joshflighter did. The mouth you have is also a tad to wide, I think.
You are making good progress. Please don't give up and move on to texturing without making it be as good as you can make it, as I see a lot of people do. Push yourself, and make that face F-ing perfect.
I hope all this helps, and keep up the good work. GO GO GO!
Again, thank you everyone for the input.
i think you are working with too planar reference so you end up with a result that has some of his facial features right in the front or left view but for some reason do not look like him
try to look for these kind of pictures were he doesn't have a beard
they give you the most information
http://www.boston.com/ae/tv/blog/Hugh_Jackman.jpg
His eyes are placed too much into the skull.Push them forward a little bit.
Get some 3/4 shots as Ravenslayer suggested and check the placement of the eyes, the chin and the form of the nose.
Next the eyes, the lower eye lid curves more and is a bit fuller towards the outsides of the eyes. You also need to add in an upper eye lid which seems completly absent in your current progress which should help define a more angular shape to his eyes.
His expression currently doesn't match. His eye brows are arched, brow furrowed, and his nostrils are starting to flare, but his eyes aren't squinting enough. Eyes are one of the most important things that connect you to a character too, it's important that they convey the overall feelings of the character.
You overall head shape, jawline, cheeks, mouth etc. look pretty good, I'd mainly focus on getting the nose/eyes/brow right. I might pull the chin a bit forward too in the profile picture.
You're close, just need to refine the shapes a bit more. Main thing that stood out to me though is the upper eye lid and the tip of the nose is a bit more angular than what you've got. Here is some more reference that shows what I'm talking about.
Also don't get caught in the trap of simply lining things up traced to a ref; at the end of the day you are still going to have to SEE the reference and then SEE your work and compare their respective volumes with your own eyes. People and the volumes and shapes of their faces are so pliable that it's going to take you, the artist, and your work to get the likeness; lining it up and adjusting it against a dozen disparate or distorted references won't get you there.
I haven't modeled in a while but the analogous situation with painting is that once I stopped tracing my references or other such easy cheats, my likenesses got a thousand times better.
How is that now?