sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

This is my first head and I've done it without any rotoscopes (because can't draw but I can sculpt). I'm nowhere nere finished but I'm not sure the neck lines will work well when he turns his head. Can someone tell me before I continue?

 

He is a superhero that I am creating so I want him to have a strong jawline and stocky neck. I still want him to be cartoony like a buzz lightyear. You may notice he isn't that way right now but I didn't want to continue until I made sure I was on the right track.

face.tga

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Posted

Your modeling looks fine. It looks like you may be using the Skylark tutorial by Jeff Lew, as I usually do to start a new model. To simplify the mesh, try ending some of the splines, that run back across the top of the head, as hooks, so the splines don't ALL have to come down into the neck area. I suggest every other one or two should be made to end as a hook, and then farther back on the head make some more splines end as hooks.

 

Jim

Posted

Hi David ...

just a TIP .... next time, transform TGA to JPG then post it

 

Peace

 

Xtaz

Posted (edited)

The face is kind of "flat" , it looks like from the view you are showing. Are the lips and cheeks and nose very close from the side view? If so I think you should exagerate the distance between them to get that look you are looking for. Did you see the Buz character in the toy's project yet? Maybe you could start with a look at that model.

 

Edit:

Too many neck rings in my opinion. you only need three.

Edited by entity
Posted

Thanks entity I appreciate your help. I haven't started rounding his face yet. The Tut. I learned off of starts flat and works out. If you have anymore advice I am all ears.

 

Thanks everyone.

Posted

Hi David....

 

here im again ....

just an idea, try to select the head's front half, then stretch out it in the z axis using the "S" tool, in my point of view it is a little flat ...

 

Peace

 

Xtaz

Posted

Select the five points and then press the lock icon on the right tool bar. Now you can draw a bounding box around all the 5 points at once. This generally highlights the "make 5 point patch" icon. (I'm assuming you know what that is)

Posted

I give you this advice because I see you are a sculpter and sculpting works best if I do it like this... First... save a copy of it and rename it so you can try a few different approaches at making him have even more personality. Pick out a few of his features and exaggerate the HELL out of them. If you like the changes keep on. If you don't like, trash it and start from a fresh copy of your starting model.

Posted

Thanks, I have been playing with that. I have been making the chin bigger to the point of insanity. I knew I would like animation but I had no idea how much I would like modeling. Thanks everyone I will be around for a long time I'm sure.

Posted

You may want to increase the size of the forehead area to make the model more proportionally acurate. I realize this is a bit of a caricature, so you may not want to do this, but I thought I'd point this out just in case. Either way, it's looking good, keep it up!

Posted

This guy had me thinking about this model... and then it hit me... This guy looks like prehistoric man right now... like a cave man or barbarian warrior or something. That's neat! I think the low forehead/ thick jaw gives him the cromagnum look.

 

I won't comment on the body until I see you un-flatten it.

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