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3 Dimensional Chat / My first "decent" character head ever

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bergice
17
Years of Service
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 21st Mar 2010 21:08 Edited at: 21st Mar 2010 21:10
476 polys only

I am pretty much a noob at 3d but i am happy with the result.
Tell me if you wanta see the ref images

(ears not finished, neither is head texture)








NEW: Intel(R) Core(TM)2 Duo CPU P8600 @ 2.40ghz 4gb ram 32-bit | OLD: 3.19GHz - 7600GT - 1GB - Windows XP
Azunaki
15
Years of Service
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Joined: 11th Feb 2009
Location:
Posted: 21st Mar 2010 21:30
the top of the head should resemble more of a skull then it currently does. you should pull some UV's outside the eye socket in a little to add definition.

the picture resembles an older man with a very long face but you disregarded the entire lower jaw.

you have the mouth way to pulled back at the edges. the mouth doesn't go that far back on the face. you also didn't give any definition to the cheek. you attempted to define the high parts of the neck a little but it should be much sharper.

personally i think you should have chosen a simpler base head image then the one you chose to do.

if i disregard the image you modeled it from the main problem is the mouth and forehead. along with its to much of an oval from the top view.

i suggest you at least skim over this tutorial as it shows the loops of the head very well.
[href=http://www.cgarena.com/freestuff/tutorials/max/headmodeling/index2.html]
http://www.cgarena.com/freestuff/tutorials/max/headmodeling/index2.html[/href]

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
bergice
17
Years of Service
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 22nd Mar 2010 01:00
Tnx for critics.

However i always seem to have trouble aligning the side and front reference images correctly that is the reason the jaw is so high up on the side viewport (but not the front viewport)

NEW: Intel(R) Core(TM)2 Duo CPU P8600 @ 2.40ghz 4gb ram 32-bit | OLD: 3.19GHz - 7600GT - 1GB - Windows XP
Black Profductions
16
Years of Service
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Joined: 15th Sep 2008
Location: Argentina
Posted: 22nd Mar 2010 02:22
What about using a bit of smoth? it will make it look much better

bergice
17
Years of Service
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 22nd Mar 2010 03:21


Quote: "Smooth? Smooth is stupid... I hate smooth!"


Lol, at least when im working on the model, it have a tendency to distract me and stuff...

And i will enable it on the finished version however

Dont mess with me, i have cookies!
Quik
16
Years of Service
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 22nd Mar 2010 04:19
black profductions: i hope u mean smoothing groups and not subdivisions


[Q]uik, Quiker than most
bergice
17
Years of Service
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 22nd Mar 2010 15:29
I hope that too, i am more of a low poly fan

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