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I think i'm finished with this one

Started by February 10, 2006 02:39 PM
41 comments, last by Avatar God 18 years, 10 months ago
She looks striking like Billy Corgan, which is kinda creepy. [disturbed]

Beyond that, the model is really turning out quite well!
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http://img.villagephotos.com/p/2005-1/943055/try2.JPG

Thats the new one, new hair, new stomach, new clothes (a bra!)

anyways, the hair is a tryout thing, I dont know if I like it, im not good with hairstyles. I tried to thin down here face, I also gave her body a little more curve, not necessarily fat, but curvature.

Which side of the pants do people prefer, I'm not going to keep it uneven like that, I just want to know which style is better.

Thanks to those giving help, its brought me a long ways.
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The long pants are better because the capris are hemmed too high for that style of pants, they would go down another two inches or so and probably flare out a bit at the bottom.

It's looking very nice. :) I'm still looking forward to the hands.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by sunandshadow
I'm still looking forward to the hands.


[smile]


Thanks for the help S&S, any other pant style that might work that comes to your mind? As a guy, I have no clue.
Even more changes. I am starting to like the face.

http://img.villagephotos.com/p/2005-1/943055/Model_V1_5.JPG
Quote:
Original post by slowpid
Quote:
Original post by sunandshadow
I'm still looking forward to the hands.


[smile]


Thanks for the help S&S, any other pant style that might work that comes to your mind? As a guy, I have no clue.


Whoops, didn't see this post before. Well, there are zillions of kinds of pants, it depends what social group and situation the woman is supposed to be in. Right now she looks like it must be summer and she's a pretty serious/preppy type, probably with money.

Also looking at the new set of images I'm thinking the brow ridge (the part in the center 1/3 of the face) is too low and/or wide.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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I suggest taking the model into ZBrush and trying out some larger changes in the face structure. Either a large brush and the move tool or a large soft Inflate brush and low Z Opacity.

The head still looks VERY foreign to the body. It actually gets larger 3/4 up the head, which is a bit too high, the widest part of the head is normally the browline. The cranium seems enlarged and she seems alien. Since you are intent on doing this based entirely on classical proportions, and not photos, I really suggest you sit down and divide up a paper into those proper proportions and sketch in the body parts, if you haven't already. Specifically, Albrecht Durer's 'Constructed head of a man in profile' is exactly that, but any good anatomy book should have the classical proportions. Even try printing out vector versions of your body, and drawing on different heads until you're happy. Because honestly, right now, I think the body model is just marvellous, but the head is really poor (the first head just didn't fit right, this head IMO is downright wrong (no chin, no jaw, oversized cranium, this looks very animeish).

Last note, she has a VERY thick neck that is contributing to the confusion. Her trapezius is enormous, as wide as her head at the neck. You find that on football players, not slim chics. I'd try fixing the neck first, taking some renders, comparing to photos, then either reworking the head on a macro scale in ZBrush for concepts or drawing out new ones.
-------------www.robg3d.com
Im not arguing with you , mr. 420, I think your right in alot of respects. However, i've been researching Loomis and I think your a bit mistaken on some things. For instance, the browline is not at all the widest part of the head, it might seem that way after the introduction of a hairline, but in reality it is not. For this, check this loomis drawing of the skull.
http://www.fineart.sk/show.php?w=42
If im wrong, please correct me, I dont want to be making a continued mistake.

As for Zbrush, I dont have enough time to dedicate to this to spend that much money, im working off Silo (for 109$) and a cheap dell laptop in my spare time.
Of course we are not arguing, we are discussing.

Well, I consulted a couple more anatomy books and you are definately right about the head (but I'm curious what else you think I'm mistaken about). I will take this opportunity of being wrong, however, to illustrate the rest of my points which I think are still valid.
0424en.jpg
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Like I said: The neck is too short/wide, the chin is too small, the angle of the jaw, etc. It turns out you had the cranium correct from the front at least (the stem of the spine, where it meets the back of the head, is too low on the model. I think that's what was throwing me off with the alien-thing).

My suggestion is to build a head using those loomis drawings as image planes. Keep it really low-poly and change the forms before you really start defining them. Be really loose with it, have a messy mesh, doesn't matter. Just get the form correct. And once you have a mesh with the proper shape, use that as reference to build a new one with good topology. What can often happen (I don't know how much experience you have, but from the rest of your body it looks like a good amount) is that you get so concerned about topology that the forms suffer and become distorted from the originial intent.

I think if you look at enough reference, you'll get it. Right now, I think that is your main problem. You are looking to make a realistic model, you need to have realistic, not imaginitive, reference. Print out the good references you find, I'd say about a dozen, and mark on them the defining 'skinny' features (thin neck, pronounced cheekbones, larger eyes, etc). Once you identify these traits, then go about crafting a new head.

Hey, I know its hard getting your work criticized, but as long as you are putting in the effort I think it is fine. Its when you slack and do crappy work, and people tear it apart, is when it is not constructive, because the slacker doesn't want to put in the effort. But so far everything I've seen from you, talent and drive wise, is more than worthy of everyone's constructive comments.

-------------www.robg3d.com
There is a problem with this comparison image though - the modeled head is tipped more downward than the sketched head. Also, the sketched head is male, so if you just modeled from the sketch it would look pretty bad on that woman's body.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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