Hey all
Dang, it's been a while since I posted any work, but anyways, here goes nothing.
I am currently attending the Art Institute of Vancouver-Burnaby and I am working on a 'folio piece which I am pimping here. I want to make an HL2 resolution character and so far I have blocked out the body and started detailing the head and neck. The rotors are pretty much complete, I just have to add the parachute pack on top of the mast as you can see in the thumbnail drawings. The helipack itself is just a rough version too, it's missing some parts as well.
I would appreciate it if you fine folks could give me some feedback, specifically on the construction on the geometry or the design itself. Thanks
Replies
The concept and modeling look very nice though.
I want to make an HL2 resolution character and so far I have blocked out the body and started detailing the head and neck.
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Look's like he's planning on beefing her up. I really like the details on the rotors, but it seems like a bit much to me. Of course I've never worked with a HL2-level cap before so I may not know what I'm talking about. Lookin' forward to updates
P.S.: Have a look at this real world version for design ideas:
http://www.engadget.com/2006/08/25/gen-h4-personal-helicopter-is-for-realz-and-for-sale/
Bunnies - I will be posting updates during this week and beyond as my teacher wants to see progress as well
Makowka - Well maybe not a normal map, but I know what you mean The rotors add up to around 3.5k right now, but now that I look at the renders I posted, I can already see areas that can be reduced. I would like to keep all the parts for the highres LOD and fake them in the lower LODs with alpha planes or something. I'm thinking of posing the rotors using reactor for my 'folio to show that it is in fact functional. Thanks for the link too by the way, I never saw that thing when I was researching. The Gen h4 is too much like a vehicle for me though, I'm aiming for more of a "jetpack" look. It's interesting how they solved the pitch and roll controls though.
tremulant - Thanks man. Can you explain what you mean about smoothing out the features exactly? Do you mean try to smooth out the geometry I already have, or add more polygons?
Thanks for the feedback guys, I will be posting updates soon!
The modeling of the face has a pretty nice flow, but if you compare it to the concept, her cheek bones are not nearly as strong, also looks like her nose maybe needs to be slightly longer, or maybe thats the lips...either way too much space between the nose and upper lip.
The body on her looks good, it just needs waaay more polys to it. Just look at the silhoutte, and keep adding loops till it is smooth. Lastly, her lower leg looks like it is disproportionate to the upper leg, as you have it in her concept.
Thats all i can think of now... Keep goin.
Keep going!
I realize that my model's face is quite different from my concept, but the truth is that I used the pics I made the model with to draw my concept, so the drawing is in fact supposed to look like my model, I just didn't get it accurate The woman I'm using as reference (Chisato Morishita) fits the character I have in mind so I'm going to stick with the face I have now and see if I still like it when I'm finished texturing it. Would like to point out as well that the face in my drawing is actually too small compared to the head and that changes the look considerably, I am going for correct proportions so I don't want to sacrifice proper anatomy too much over style I strongly believe that the textures will help a lot once Im finished. Would like to hear your guys opinions. Thanks.
Do u really can't see what's wrong?
Set it aside and work on something else, maybe in a week or two you will be actually able to see what is wrong about it.
btw: the forehead is a mess, wtf?
Actually some loops seem to be pretty bad, they dont actually follow any logic, and end pretty randomly. Eyes and mouth, and forehead are strange
My advise would be to work on the rest of the model, until it is more or less complete, then get some good (!) photo references for a asian head (NOT only the face, and don't forget the 3/4 view) and THEN redo or fix the face.
I would give you actual hint on what is wrong with the head you got, but to be honest I don't even know where to start and I am way too lazy to type that much.
Anyways... don't get discuraged, it is technically not bad at all, but the anatomy is quite a bit off.
As general pointers (not ordered in any way):
1. Recheck the relative position of the face compared to the rest of the head/hat. It seems to be a bit off... can't say for sure but I think it is a bit too low and bit too far forward (for example imagine the googles on her face instead on the forehead... it just wouldn't fit right now).
2. The eyes and eyeballs are also to far forward.
3. (connected to the issue above) the 3/4 siluette is off, because the eyes are too far forward, the cheekbone is too little pronounced/too low and I would also have a closer look at the eyebrows in that area.
4. The entire nose is a problem. First of all the root of it is too low, than the shape just extents from there like a wet lump not like a nose at all. I think it needs to be broader on the middel, and then you need to model proper nostrils and a different tip.
5. the mouth seems pretty fine, but the egdeloops at the corner are questionalbe
So to sum it up... there is a major problem at the center of the face that innterconnects all the problems above. Due to the eyes that are too far forward you get problems with the cheekbone and the cheek bone give you troubles with the nose and the otherway around... and last but not least it also feels a bit elongated for an asian face due to the nose problem.
Yeah I know this is probably hard to gasp given this is all text, but I suck at overdraws
Oh and take it with a grain of salt... I am not 100% sure if that are really the (or the only) issues with it as the general anatomy seems off and it is hard to pinpoint what is causing it exactly.
Thanks Rooster
I'm going to be working on the model today so I should be posting an update either later today or tomorrow. Thanks again for the replies, it's very helpfull to get another perspective on things.
anyway just something to consider
edit: yeah thats what I mean
Going to start UV mapping and painting something on, then do the final detail pass on the geometry as I outlined in my previous post. Should have some updates soon, got the whole day tomorrow
Here's the actual layout. I will be filling out the gaps later on, somehow.
-caseyjones
Here's what the finished face looks like, minus the eyelashes. Material is set to 100% self-illumination.
(insert that convo here)
Maybe change it to a thick collar, or tuck the scarf in. Maybe just button it to the back of her coat.
Also, anyone know why I'm getting a halo around my alpha hair when I render? The background colour on my texture map is black, the hair also shows up fine in the viewports.
If you're using Max, just set the Alpha source under your Diffuse map dialogue to None (Opaque) and use the proper Opacity slot to control opacity.
For the texture I do have one critique though, it could use some more contrast. There are no real sharp shadows or highlights. I think that a couple of sharper shadows on the wrinkles under the eyes and places like that as well as some highlights could really help this out.
Great stuff though.
Mitch - Tried it, doesn't really fit the overall style. I want the shading to look fairly matte like in my concept
Sean - Thanks, I'll try that out. See you in class!
lung - Thanks.
More to come soon, deadline is next Tuesday
All in all, looking good!
Goggles and hands still left to do.