Man, still lots of stuff looking messed up from the side, but its getting better I think. Still just eyeballing stuff, didn't bother overlaying the ref. just yet or moving up in sud-d's cause its just too easy to spot errors still. Here is where I am at now...
Ok, I overlayed the concept and matched stuff up as best I could. I think its looking a lot better finally. I think I'm ready to move up a sub-d now, and work in some finer details. But I'll probably take a stab at modeling the hair first or at least a first pass at it.
A lot of your detail in her face makes it look like she's made out of stone because of the hard edges you have/flat planes. While the reference does have that in it, you're still trying to make her look human/alive, no? I would soften some of it out to make her look like she is made of fat muscle and skin on her face, not…
LRoy: Thanks dude, and you are right about the eyes! I turned them out and the def. look better. I sub-d her a couple of times and did some detailing. I think I'm gonna do a polypainting pass next. I feel I'm getting close to having this first sculpt done now, but after polypaint and some more adjustments I still need to…
roosterMAP: HaHaHa. :D Well maybe I'm on the right track then. heh. BagelHero: Thanks man, that's exactly the kind of advice I was hoping for. I've never done facial expressions like this so I really don't know whats correct. I just had my wife pose and I took pictures at front, 3quarters and side. lol. Here she is with…
thanks a lot for the great crits guys, keep them coming! slosh: Thanks man, and yes, hair is very temp. I'm planing on using maya paintfx to create the hair card texture and then use 3ds max to build the hair planes via path deform on a spline. I have built hair cards in the past before but never quite this way, well see…