Advertisement

Woman Head

Started by July 30, 2006 07:59 PM
2 comments, last by slowpid 18 years, 5 months ago
Here is a model I started recently, i've been constructing it while doing a review of modo 201 over the last half a month or so. These are just boring, grey and quick scanline renders, because mostly i'm looking for tips on proportions and stuff (still really bad with organic items). Also, any advice on 'beauty' would be appreciated. Thanks all those who can lend a hand. Free Image Hosting at www.ImageShack.us Free Image Hosting at www.ImageShack.us
Not much to say really, the head looks excellent. A couple details, though (nothing to do with proportions really, which look very good).
Starting left to right on the frontal shot:
-The ear appears to seperate from the head too high up, but I could be wrong on this, and it could just be a peculiarity of a reference image.
-There could be a more defined lower eyelid... I think once there's an eye in there, it'll look shallow.
-The end of the mouth appears to extend just a bit too long. But more importantly, its missing that very small but noticable muscle to the side of the mouth... in fact, it looks like the side of the mouth is stretching into it, which is causing the problem.
-The nose fold could use some work, perhaps get rid of the tri or n-gon that's giving you that pinch when you smooth it.
-The entire nasalibial(?) area could use a little bit of refinement... right now, it looks like her laugh lines fall too close to her mouth, which is already over-wide.. fixing one or the other should suffice.
-Perhaps the brow region could be defined a bit more, but that's probably a design choice than antomical problem.

But really, though, most of the people who look at that head won't find anything wrong with it, its really excellent. The problems are few enough that you can find features like that on most normal people, but I assume you are going for the flawless look... which is another problem in and of itself, because a face that flawless and symmetrical never existed before photoshop!
-------------www.robg3d.com
Advertisement
looks quite good actually, proportions seem fine, neckline is fine, but perhaps the nose is a bit too sharp. otherwise is quite good.
obviously this is not for a game, unless this is for the normal map generation and then you're going o lower the poly count.... but i have yet to find an efficient method for reducing the poly count while keeping the topology correct.
so,other than the nose its looking quite good so far, what method are you using for the modeling?
edit: as for your comments Professor420, the ear thing i disagree with. unless slowpid is going for a text-book perfect human the ears are fine. and in general women tend to have a lot less defined eye brow ridges, the extent though depends highly on the ethnicity of the particular human.
-------------------------Only a fool claims himself an expert
Thanks both of you. I agree with everything, the eyes are by far the most underdeveloped part, but I started a new job and I haven't been able to put much work into.

As far as modeling, its just free form. I work without references for a while, use them to do some proportion work, and them go back free form polygon. Obviously, as you could probably tell by the picture, I model poly by poly, rather then box modeling, I feel like I have better control over the topology.

Thanks again, I'll try and work on the stuff you pointed out when I have some time. Im also not happy with the form of the cheekbone and its contour.

This topic is closed to new replies.

Advertisement