Hi this is a work I am trying to make for my island project , but since I see I am having some problems I am also trying to make a sort of "character modeling reproduction of this head ... I will use this base then after to bring in Zbrush and breack and stonify to fit my environment purposes , but in meanwhile this thread should be just all about how to make the perfect precise modeling of this Egyptian stone head ...
Any help sugestion and blaster critiques are very welcome in my attempt to reach 100% fidelty ...
Replies
as far as the shape I think the chin needs to be a bit softer on the the bottom front corner, and a bit thinner I think, look at it in comparisson to the coners of the mouth
speaking of those, I would bring the orbicularis area at the side down and out.
makes him look like hes got a Buddha smile and Im not seeing that on the reference.
The chin and lips could also be made slightly more narrow to match the reference.
Note too, how in your side reference photo, the eye has a slight forward slant, while in the side view of your model your eye is flat.
Your nose tip is also down a little too much.
Hope that helped. I love all things ancient Egypt, so I'll be looking forward to seeing the end product of all this.
Do you notice parts that are off, yourself ? In what way do you feel like you missed the landmarks of the concept ?
Just open one of your renders in Photoshop, and use the color picker to pick the color of some surface, and paint until it looks like an accurate replica of the shapes from the ref. Then, go back to modeling and adress that.
When I modeled my first crappy head a while back I did the same and it looked completely alien in perspective view...
but somehow looks alien to me as well , I dunno if this is the right technique to use but I have no informations on the depth of the checks , the part of the eye that is not visible etc , So Shoudl I get and perceive all those informations by the perspective reference pic and so guess out using an "artistic eye" to move vertices around or there is a more "precise" way of doing?
Right now what I noticed is that the forehead looks too bended backwards
and chin could be a bit more pronounced. Move the cheekbones a bit up.
Nose is to long in contrast to your statue reference.
you might also try to sculpt the head from a basemesh till it looks accurate
Sugestions?
Also I suppose you could get some of the sculptural stylization in, such as how his eyes and eyebrows are somewhat more geometric, making his eyelid all thick. The perspective view is always so difficult on faces, unless you have the facial planes down on a low poly I suppose.
the space under his top orbital ridge is rather full (well, and the eye is filling it up too), you have it much more sunken.
here is another untouched yet set of image renders ....
edit: Yes, it is just photoshop
You could try to draw a bit on your reference in PS, it helps familiarize oneself with it.
btw do you know , you or others , a very good DVD or tutorial on Head modeling ? I used the classic joan c'arch tut but this is pretty stylized and cartoon and even if u get with something a bit different from the original is fine , instead I am trying to do something that is exact copy , plus something on zbrush too? I want to do this almoust all in max and only detail in Zbrush since is what I am only able to do for now , somehow scares me modeling a head in zbrush seeing how much difficoult is already do it in max...
Here's an half assed attempt to give you some ideas (hopefully):
If it isn't looking right without Turbosmooth, it won't look right with it. The more polys you have, the harder it is to get shapes correct.
And Psyk0 nailed - this is a statue. You can't model it like a person. You wouldn't model a rubber duck like you would a real duck. So don't try and model a stone representation of human, modeled by an artist using a popular stylized form thousands of years ago, like you would a picture of a real person from a photograph.
I think changing to that mindset should help you - this isn't flesh you are modeling. It is stone. Chiseled, weathered, rock.
about your reconstructions can you show me a unsmoothed one? you added a turbossmooth over or what?
and yes i did add a turbosmooth on top
Nose bridge should be wider, also it's not all the same width everywhere if you look closely. The nasolabial fold and nostril areas have edges that could be cleaned up.
You have a lot of edges coming from lower eyelid, that's a pain in the ass to work with, cover the most surface possible with your polys. Let the subdivision modifier average curves instead of throwing too many polygons at them. It'll give you faster control, won't cause pinching and you won't have useless geometry to re-route.
Can you show the mesh before subdivision?
I can do better I send u the model so u can check if you want I hope u can help me get it better and understand the problems ....
thanks a lot for ur help ...
Nose need to be wider. The flaps on the hat need to be rounder and the thingie on it
(i think it should look like some sort of person) should be longer and more curved, like
broader shoulders and bigger head.
I dont know if that helped or not Not the best at giving feedback.
As it is now, the chin looks a bit too sharp compared to the reference..
can you guys eventually sign on red on the above pictures the needed to fix parts?
I am not delibeately making smaller carvings couse I wanted to do those in Zbrush , like for the hat , but befoure I want to have a 100% similarity shape ....
thanks a lot for you invaluable help ...