Guest jandals Posted May 20, 2005 Posted May 20, 2005 I wanted to make a character on which I could use SimCloth. So here she is. I'm really unhappy with the head, though. There seems to be a wealth of things I don't yet know about the face and head. This one's an improvement over other faces I've modeled but I still can't get away from this gaunt, sunken look. I'm also working on ways to make the clothes more interesting (texturing and such). C&C invited. Rhett Quote
Kricket Posted May 21, 2005 Posted May 21, 2005 Post some closeups/wireframes of the head so we can get a better look. But it looks to me like the top of the skull is way too short, that or it slopes backwards too quickly. Bringing out the cheekbones might help get rid of the gaunt look. Add some eyeball textures, eyebrows and eyelashes, they'll help a lot. Load some rotoscopes into your modeling window and overlay your model onto them, see how they compare. Especially from the side view. Quote
Guest jandals Posted May 21, 2005 Posted May 21, 2005 I built the head model using rotoscopes that were very low-res, which may account for a lot. The silhouette matches up well but I had to make a lot of guesses when it came to making the cheekbones and forehead and I don't seem to be too good at guessing yet The eyes do lessen the weirdness a lot. I'll add some other details later. Thanks for the feedback, Rhett Quote
apprentice Posted May 21, 2005 Posted May 21, 2005 Hey, I love your cloth design:) How if the distance between nose and lips is shorter and the forehead is taller. Quote
Kricket Posted May 21, 2005 Posted May 21, 2005 Your proportions are a bit off. Check out this site http://www.sierravista.wuhsd.k12.ca.us/basicart/faces.htm The top of the skull is definitely too shallow. Typically the eyes are the halfway point from the chin to the top of your head, but here they're much higher. Was your side-rotoscope perhaps tilted downwards? A lot are like that. If you modeled the skull that way but left the face pointing straight out as it looks like.. it could have caused these problems. The distance from the nose to the upper lip could be shortened up a bit too. Define your cheekbones some more. Also take a look at some of the headshots on the url above and see how the skin sweeps backwards from the nose. Your model has a very flat face, it needs to be rounded out. Quote
Guest jandals Posted May 22, 2005 Posted May 22, 2005 Your proportions are a bit off You're right. I thought I was doing so well but I was WAY off. The shape is still a little off but I think the proportions are reasonable now. Hey, I love your cloth design Thanks. I'm looking forward to using this model with SimCloth. I've played with getting the settings right and have gotten good results but I'm eager to see how it all moves when she gets boned. I mean... when she gets a skeleton. Here's what I re-built today. It needs more finishing but I like where this head is er... headed. Thanks for the constructive feedback; it helped a lot. Rhett Quote
Kricket Posted May 22, 2005 Posted May 22, 2005 It's looking much better, great job! Try and get that jawline to turn upwards and point towards where the ear should be. Quote
pancho simpson Posted May 22, 2005 Posted May 22, 2005 that's a good looking face, however, it think u might be using too many splines around the eyes.. try to cut back on those for a faster rendering, cleaner mesh. Good job so far Quote
higginsdj Posted May 22, 2005 Posted May 22, 2005 Actually you might not want to cut back on the number of splines around the eyes depending on how much skin folding and creasing you wish to implement and animate. Cheers Quote
Guest jandals Posted May 23, 2005 Posted May 23, 2005 Here's the state of things. The front of the face IS a little spline heavy but I'll keep it that way; it'll motivate me to build a better face rig. Quote
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