Levi, You need to go back to your main forms still. I am not sure what is going on with his neck, it looks like loose skin rather than the muscles needed to lift the head. I am a little confused about the jaw and ear as well. It appears his mandible hinge is level with the center of his eye, which will lead to a huge…
Hey there, Just a quick post to sort out a wee problem. See I have modeled a head in Maya and I am trying to texture it in the SSS. I have my head texture and edited it so it works in all the layers but When I apply the texture...it tiles??? like all over the head.. which I find odd... can someone shed some light on this…
Hello! Just made my Polycount account right now! I play with 3D modeling since some years ago, but I always had some problems with the head. Yesterday I decided to make a new head model for a new basemesh I working on, but I think it can be better... But I don't know exactly how. So I want to ask some hints for improving…
I am currently creating a project for my final year university project, that involves me importing a head rig that I have made into Unreal and testing to see if it works. The head rig uses bones to control the head and jaw, and uses morph targets to create expressions, and has already been animated in 3ds Max. I have…
I'll try and explain how I've got it setup, Before I get into it, I'm open to changing everything I've done in search of a better solution. So, I'm currently working on the smaller heads that will connect to the main head. I want to be able to contain each head rig in its own module, which will be connected to the main…
its a good bit wonky where the neck is coming into the head, it sort of slopes towards the chin which is off. also your hears seem to be rotated towards the brow which is a pretty big issue because it makes the whole side fiew look off.. the sculpting iteslf is pretty nice, but alot of the anatomy is off. there should also…
Hey everyone, For a few days now I've been working on a head bust of The Boss from Metal Gear Solid 3. I would really appreciate criticism both for my anatomy and my rendering of the character. This is in some ways my first character head bust. Finished polycount…
The first problem I see is that your reference images could be better. If you're new to modeling heads then I highly recommend modeling from a professional concept or from photos. Having nice orthographic images are great, but you'll rarely find side views that match perfectly with the front view so don't be too surprised…
Others already gave you a good critique. I highly suggest drawing, like 2D and from real life. Read a book about face, observe the face and study it the anatomy.You can probably find Andrew Loomis head book pdf somewhere. Look it up. I highly suggest it.
I wanted to start this thread to learn more about creating better spec maps. Spec maps always seem like they get no love and are just an after thought to most models. I'd like to hear any techniques, facts, links, good examples or anything related to creating great spec maps. How are you using color to make your spec maps…