Show it from different angle. Show the silhouette. Why the texture looks like low res mud ? Proportions are off. Start from scratch using referance and do it with a purpose to learn. Don't rush the process.
Not bad for a first head - don't worry about texturing right now, just concentrate on getting your facial anatomy looking correct first. Study loads of reference and then study some more, faces are one of the hardest things to model so they require a lot of practice. Good luck
Its not terrible. My first heads were alot worse! That first image tho... cracks me up. Its just super zoomed in and surprising when you scroll down.
I agree with Torch that you maybe want to work on modeling a little bit more before tackling all the challenges texturing involves. The textures have lots of compression artifacts and looks low res. The unwrap isn't optimal either.
Maybe post your wires so we can see how the head is built.
It is really hard to tell what is going on with all that triangulation. Do you have a version that is still quads?
Either way, check out this thread in the Polycount Wiki on face and head topology.
Yeah, man. For a first head it looks good! But some major improvements need to be made. I suggest that you start from scratch on another one. As of now, you've completely ignored topology. Make sure to look up a ton of refs, they're not hard to find. Here are some examples:
Remember, form plays a HUGE role in function. Just look at facial anatomy and notice the similarities between the muscle shapes and edge flow.
Post a screenshot from Maya/Max cuz its really hard to read the topology when its triangulated. But from what I can make out on the head is that the topology could use a lot of loving, SuPa posted some awesome reference. And his knees could use some work too, having all those loops terminate in an 8-pole can't be good for deformation
As far as beginners go, the shape you have isn't bad but it could definitely use improvement. Google anatomy reference and techniques for drawing / sculpting anatomy. These will teach you a lot about how the body is shaped, and how you can approach recreating it.
Visit the polycount wiki and start browsing through the topology sections. SuPa also posted some really good reference. Study these references and try to copy their topology. Because right now your head topology is straight up ass-nasty. It actually looks like you used Decimation Master on a zbrush sculpt.
For learning topology, I highly recommend you get a retopology program and just practice on a professionally done head mesh. That way you can learn topology without being distracted by a head you made yourself (which will probably be flawed).
Likewise, I recommend you learn anatomy in a sculpting program so that you can focus on anatomy without having to worry about topology.
Once you've learned each of those separately it will be much easier to make something from scratch yourself, combining both sets of knowledge.
Don't get discouraged - there's no shame in being a beginner. As long as you can LEARN and IMPROVE you'll do fine.
Can't say much more than guys did... You should really concentrate on fixing topology.
As for uving... judging the head sheet you could optimise the hell of it. Look at the blank space you could use. Also I's reccomend to avoid placing it at 45' angle - you are loosing pixel detail this way. Lastly - try to keep pixel density at the same level. The neck seems to take far too much space comparing to the rest of the head.
Replies
Show it from different angle. Show the silhouette. Why the texture looks like low res mud ? Proportions are off. Start from scratch using referance and do it with a purpose to learn. Don't rush the process.
I agree with Torch that you maybe want to work on modeling a little bit more before tackling all the challenges texturing involves. The textures have lots of compression artifacts and looks low res. The unwrap isn't optimal either.
Maybe post your wires so we can see how the head is built.
here is the wire
Either way, check out this thread in the Polycount Wiki on face and head topology.
http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Remember, form plays a HUGE role in function. Just look at facial anatomy and notice the similarities between the muscle shapes and edge flow.
Visit the polycount wiki and start browsing through the topology sections. SuPa also posted some really good reference. Study these references and try to copy their topology. Because right now your head topology is straight up ass-nasty. It actually looks like you used Decimation Master on a zbrush sculpt.
For learning topology, I highly recommend you get a retopology program and just practice on a professionally done head mesh. That way you can learn topology without being distracted by a head you made yourself (which will probably be flawed).
Likewise, I recommend you learn anatomy in a sculpting program so that you can focus on anatomy without having to worry about topology.
Once you've learned each of those separately it will be much easier to make something from scratch yourself, combining both sets of knowledge.
Don't get discouraged - there's no shame in being a beginner. As long as you can LEARN and IMPROVE you'll do fine.
Btw texture wise on the body did i succeded any good there as this is my first time ever to uvw a body and a head
Plenty of good tips here mackan4766! GL and keep going!
exactly my reaction. O_O
Can't say much more than guys did... You should really concentrate on fixing topology.
As for uving... judging the head sheet you could optimise the hell of it. Look at the blank space you could use. Also I's reccomend to avoid placing it at 45' angle - you are loosing pixel detail this way. Lastly - try to keep pixel density at the same level. The neck seems to take far too much space comparing to the rest of the head.
Congratulations on your first head and good luck!