Home 3D Art Showcase & Critiques

Jason Statham Bust WIP

Hey polyc,

Recently decided to try my hand at making a photorealistic bust, i chose Jason Statham because im a big fan (especially of lock stock and two smoking barrels), and because i wouldnt really have to deal with the issue of hair. Anyway im having some real trouble and i desperately need some advice and crit from a point of view that isnt me :D With any luck you guys will give it to me. Hopefully if you're a statham fan too i havent ruined him for you.

The areas i really need crit/help in are :

- Meshflow (especially around the nose)
- Facial Composition (should those eyes be closer together, should that jaw be more square etc etc)
- What should be modelled and what should be handled by the normal/texture map. (in your expirience)


Started modelling yesterday using these reference images:

referencey.jpg

The images arent perfectly aligned, posed or lit - but they do the job as orthographics.


sidemesh.jpg


frontmesh.jpg

Here are some other captures:

http://img191.imageshack.us/img191/2316/frontortho.jpg
http://img443.imageshack.us/img443/3062/frontpersp.jpg
http://img411.imageshack.us/img411/630/persp.jpg
http://img269.imageshack.us/img269/2843/referencey.jpg
http://img84.imageshack.us/img84/8701/sidex.jpg
http://img63.imageshack.us/img63/1261/sidemesh.jpg


My real problem at the moment is that in the side orthographic my head looks ok, but from a front perspective it doesnt. THe more i seem to fiddle, the less like Statham my model seems to get.

ps the bust is just in 2 halves at the moment (hence the great big split down the middle of the face), i wont merge my mirror untill im satisfied that the first half is good.




Thanks heaps,


sav.

Replies

  • bludragon
    Options
    Offline / Send Message
    bludragon polycounter lvl 7
    To be honest, poly modeling a likeness is close to impossible these days. Thats a good start, but something your lacking is the facial structure of the face.

    Instead of pushing verts and tweaking to make him more recognizable, use a sculpting program and define the froms more,

    This is a much easier approach that will give better results.

    Heres some tutorials to start from;

    http://eat3d.com/mudbox-head-sculpting
    [ame]http://www.youtube.com/watch?v=kJSI3ff43_g[/ame]
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    bludragon - how do you think they did likenesses before zbrush:)
    TBH i would advise anyone starting out to learn more poly modelling than sculpting.

    re the mesh so far, simplify it a bit - you are going to dense too soon
    block it out with minimum polys.
    also try and find a good 3/4 view( try getty images) this can be so helpful
  • ZacD
    Options
    Offline / Send Message
    ZacD ngon master
    1z384n7.png


    The side reference is bad because his lips aren't relaxed and he's learning/hunched forward, this messes up the neck and bunches up skin on the back of the head/neck.

    w0ro6w.png


    Your topology/edge flow needs some work, although there are some things that are okay (jaw loop, eye loops) there really needs to be a the goggle shaped loop. it helps with the cheek bones and the cheeks (modeling and animating). Also the nose/mouth loop isn't there right now, and there's some weird loops under the nose that shouldn't be there.

    The yellow lines are areas where there should be some natural stretching/folding/line, that would have issues with the current topology.
  • bludragon
    Options
    Offline / Send Message
    bludragon polycounter lvl 7
    Yea Ruz your right, well I shouldn't have said impossible, just since retopology has been introduced, it can be a whole lot faster with sculpting. But definitely should start with poly modeling, but getting a likeness down for a beginner can be tough this way
  • Savior
    Options
    Offline / Send Message
    Cheers, ill have some more progressed wips up soon. Big help Zac ^^
Sign In or Register to comment.