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3 Dimensional Chat / Character WIPs

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Chenak
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 19th Jul 2007 02:57 Edited at: 19th Jul 2007 02:58
Hey yah all, Its been a heck of a long time since I've modelled anything due to a mountain of uni work literally falling on my head, but now I have a bit of free time I decided to catch up on some modelling.

This is the start of a model of an old guy for the Geisha house project, don't know if Cash still needs the model, but I need to practice so I'll take my chances This is the start of the old guy's head, there is some stretching in the texture which I aim to fix soonish.

Polycount for the head is 562, aiming for 1500 for the total model.

Here is a pic of the head so far, will post some wireframes and other views later

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Chenak
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 19th Jul 2007 16:40 Edited at: 19th Jul 2007 16:41
Here is the wireframe view

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aticper
18
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Joined: 27th Jan 2006
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Posted: 20th Jul 2007 07:57
Looks very nice. A few additional polies around the ears and nose would definitely improve it though.

I'd love to see it with a bit of normal mapping.

I'm not paranoid. Stop thinking that I'm paranoid!
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 20th Jul 2007 12:41
Sigh....I wish I can model heads, well. Great job Chenak! May I ask where you got your blue prints, if any?

Deathead
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Joined: 14th Oct 2006
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Posted: 20th Jul 2007 13:04
Same here O.P. It's so hard to make em'.

Chenak
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 20th Jul 2007 20:48
Thanks for the comments I'l work on the ears soonish I'm going to improve the UV map before I get down to making the normal map. The texture size is 256*256 so I may split the head in half and mirror it to get a more detailed texture.

I do have a basic normal map which works quite well, but I want to get as much detail as possible in the high res mesh. Including wrinkles, pores, hairs etc. Zbrush is fun

Modelling heads in my opinion is extremely difficult, with this model I used references from 3d.sk and pieced it together by extruding edges until the shape looked more or less right. You need to look up basic muscle flows of the face and keep the model as close to it as possible.

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