Biggest things to me are that her neck is a bit too long and her face looks too narrow. I would widen her face a bit and maybe shrink her eyes too. You can always test this is Photoshop with liquify etc. to see if that's where you want to go
Hey guys i was wondering how to do what i wrote in the title effectively like shown in this video at 5:24+ https://vimeo.com/102076943. The only way i can do it now is via extruding the face, scaling it down, subdividing it, removing the unwanted edges and then using one of Senecas scripts to make it round. Is this a…
I was playing around with blender and one thing I really like and use often is the insetting function with no boundary. So when I select some faces which has an open edge and inset them, it looks something like this In modo we have the square corners option for bevel but it doesn't work the same way. is there any way to…
I'm working on a face rig for a Unity game (hope this is the right place for that). I'm building it with a lot of blend shapes, so I need to test it and remove some things probably. There will only ever be one or two of these on the screen at a time though, so I'm hoping it'll work out. Here is a small test of some…
Hi all, I can't seem to figure out whether or not Modo supports edge/face constraints like Maya and Max have. Here's an example in Maya. People mentioned using the slide tool but even that seems to not have an "absolute" setting like Maya or Max does. https://i.gyazo.com/1111e5ba3229c186c9ee4db7d14a115f.gif…
Hi everyone. It seems I've run into a bit of a problem that has left me somewhat puzzled. I exported a low poly model, from Maya 2010, as an obj for baking in XNormal. After repeated bad AO bakes I decided to take a look at the obj file itself. Upon doing so I realized that everything had duplicate faces. The original MA…
Hi all I havent really done much in the way of 2D and this is my first attempt at a face and it's taken a fair old while (2 weeks on and off) using Photoshop & Painter Reference image: Im sure you all know who it is {edit) thanks scooby, have posted the ref image now. Yes I will be working on some original stuff pretty…
Focus less on the small details, and start with planes of face will help. Also, less subdiv. Once you manage nice proportions and forms, start hitting facial features with real model refs. http://www.pinterest.com/PyrZern/reference-faces-n-hair/
PeterK: Thanks a lot, great advice there - I'm definitely going to use it! felipefrango: Great link! Thanks! Talyor Hood: I was influenced by the Norman rig for this mesh, as I want as simple a face as possible while still being able to show as much expression as I can. I have modelled the nose as part of the mesh rather…
This is great advice, I came here today looking for this.... The hardest part i have in starting any project is starting itself, there are so many questions before starting. Is this project going to have an impact on my portfolio ? How long will it take ? Will i be able to finish the project ? Where do I start ? What do I…