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Author   Topic : "[3d] head in progress, anatomy help appreciated"
eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Thu Feb 08, 2001 8:44 am     Reply with quote
Hello.

I finally bit the bullet and started modelling a realistic human head. After quite a bit of blood sweat and tears I've got the basic proportions almost down. The side view looks pretty good I guess, but the front view looks somehow wrong.. all help appreciated :)
Adding ears and eyeballs would probably help overall, but there is something else too. My guess is the eye/brow ridge region, dunno.. The nose bridge is a bit smooth as well.. ok i'll leave some crits for guys too :)




Here's a test render, the texture mapping is still quite ugly, and the eye is just diffuse polygons without any map.



I'll go and model the ears now, seeya soon :)

eetu.

btw, it's amazing how much difference moving something a millimeter does in this stuff..
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afex
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Joined: 04 Nov 2000
Posts: 136
Location: South Portland, Maine, USA

PostPosted: Thu Feb 08, 2001 8:57 am     Reply with quote
Yo that is fucken baddass man nice job, i do see what you mean about the face, the eyebrow region is uneven the left side is higher then the right, and all the cheek bone structure is a little uneven...the test render looks tight, kinda like that dude that was on road rules in europe.
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Thu Feb 08, 2001 9:20 am     Reply with quote
it's not about lack of symmetry, the model in perfectly symmetrical. the lighting in modeler is not symmetric which is probably the reason why it seems that way to you.
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Shadowman
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Joined: 26 Oct 2000
Posts: 282
Location: Glen Ridge N.J. USA

PostPosted: Thu Feb 08, 2001 10:32 am     Reply with quote
Not bad but I would suggest when working in light wave to work lower poly and ad more later with a meta form. When modeling or even drawing never make your models perfictly symetrical. It makes then apear static and boring.
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Fishbone
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Joined: 28 May 2000
Posts: 6
Location: Sweden

PostPosted: Thu Feb 08, 2001 11:29 am     Reply with quote
I find it quite interesting that you are talking about the face beeing 'not symmetrical' as a bad thing, especially as there's no face in the world acctually beeing totally symmetrical.. =)

the test render looks really cool! looking forward to see the final one..
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janne
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Joined: 27 May 2000
Posts: 248
Location: finland

PostPosted: Thu Feb 08, 2001 11:50 am     Reply with quote
looking very good! great to see you experimenting with organic stuff(btw. shouldn't you be horribly busy with work stuff?-)).
i really like the nostril area and construction in other areas seems to be very solid as well. but you are right about something being a bit off... this is just a wild guess but what if you try an expression that is ummm... more expressive ? i mean it's quite "senseless" as is.
then there might also be some subdiv smoothing related probs. hmm... can we see the cage?


janne

[This message has been edited by janne (edited February 08, 2001).]
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Thu Feb 08, 2001 3:21 pm     Reply with quote
shadowman: subdiv surfaces are a gazillion times better than modelling lowpoly and then metaforming. that head is less than 400 patches ( =400 poly + metaform)

fishbone: i wasn't saying it's bad if it were asymmetrical, and i will asymmetrize it when i'm done - it's just a lot easier to keep it symmetrical until the latest phase.

janne: hah, my work stuff is pretty much done and final! woo hoo! dx8scene rocks :) and yea the face is pretty 'sterile' .. the subdiv poly flow if a bit fucked at places, i'm redoing the worst ones (around the eye) before i show the cage :)

just modeled an ear.. dammit that thing must have the worst effort/sq.cm ratio ever :)



eetu.
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Thu Feb 08, 2001 3:56 pm     Reply with quote
heh, here is the face texturemap, someone might find it funny and/or educational:



i didn't light it well enough, so there are unwanted shadows.. i think i'll redo it properly. and yes, it's me :)

the geometry and the map really don't match at all, that's why the render looks a bit funny. (among all other things that are wrong :)

eetu.


[This message has been edited by eetu (edited February 08, 2001).]
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Frost
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Joined: 12 Jan 2000
Posts: 2662
Location: Montr�al, Canada

PostPosted: Thu Feb 08, 2001 8:26 pm     Reply with quote
..

[This message has been edited by Frost (edited February 13, 2001).]
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kig
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Joined: 26 May 2002
Posts: 28
Location: funland

PostPosted: Sat Feb 10, 2001 6:30 pm     Reply with quote
forehead might look better if it was less round, maybe make the jaw a bit bigger (0.5-1cm or something) to better match that texmap front photo la la la i don't do three-dee, so i wouldn't know la la la [/disclaimer]
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CrakBEENie
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Joined: 08 Feb 2001
Posts: 60
Location: washington

PostPosted: Mon Feb 12, 2001 1:35 am     Reply with quote
that texture map of your face is gonna give me nightmares...excellent....but really, how did you make that map??? really freaky....good head by the way..hee hee hee he he..he said head
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n8
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Joined: 12 Jan 2000
Posts: 791
Location: Sydney, NSW, Australia

PostPosted: Mon Feb 12, 2001 6:52 am     Reply with quote
or mabey everything is just "too" perfect...it prob looks funny coz its too symetrical??...hehe
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Mon Feb 12, 2001 8:48 am     Reply with quote
ok, it's starting to look a bit more normal, still definitely needs works, though.
the eye area is weird.




sorry for the crappy radiosity settings.

the mouth in the left render looks nice =)

gotta plug that ear in sometime soon.

ee.
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Joachim
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Joined: 18 Jan 2000
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Location: Norway

PostPosted: Mon Feb 12, 2001 3:19 pm     Reply with quote
ooh, that looks good eetu. Only thing I react a bit on is that I think the skin has a bit too much texture. But, it looks very real. Looking forward to see it with eyes.

How did you do that hair ?

------------------
www.JoachimArt.com
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eetu
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Joined: 27 May 2000
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Location: helsinki, finland

PostPosted: Tue Feb 13, 2001 1:03 am     Reply with quote
the overabundant skin texture in the newer renders is due to fast radiosity settings which introduces blotchy noise. the earlier render has better (slow:) settings, is there too much texture in that one as well ?

the hair just from the same texturemap, it only works on those pictures because so little of it is visible.

eetu.
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kerosene
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Joined: 07 Feb 2001
Posts: 42
Location: Lahti, Finland

PostPosted: Tue Feb 13, 2001 2:22 am     Reply with quote
Hello fellow
The face is getting to better direction definitely. As I am strugling with similar thing at the moment I'll give my points.

[img]http://www.projectkerosene.com/temp/egg2.jpg[img]

In the image you can see main things. I think eyes seem to be bit too close. You can see it in front pic especially. I recommend you put eye balls in there to help makin the shapes surround them correctly. At least I have allways problems with inner part of eye lids.

Cheek bone also looks too bulky in the perspective image. Nose is coming out quite ok. The sides of nostrills are bit low. The center part between the nose should be lower than the sides.

well thats my nickpicking.
I hope there was something usefull to you too.

Here is my morning work. Also patch modeled in max though
[img]http://www.projectkerosene.com/temp/naama.jpg[img]


heikki anttila

--------------- www.projectkerosene.com

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kerosene
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Location: Lahti, Finland

PostPosted: Tue Feb 13, 2001 2:26 am     Reply with quote
ok great - well here it goes


and
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Tue Feb 13, 2001 6:53 am     Reply with quote
kero, thanks for the comments, valid points.

for you lady, i think her eyes are a bit high up.. umm like this .. dunno

and i do have eyeballs, but it looks a bit funny with them so i took them off for the screenshot :)

that latest screenshot is actually the GUI i have when modelling, _perfect_ :)

ok i just plugged the ears in, look for a fixed version soon :)

eetu.
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Tue Feb 20, 2001 6:55 pm     Reply with quote
ok, update..



still something funny around the eyes.. otherwise it's starting to work from different directions

thanks for all the help :)

eetu.
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laps
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Joined: 15 Jun 2000
Posts: 31
Location: Oslo, Norway

PostPosted: Wed Feb 21, 2001 10:30 am     Reply with quote
I think it is starting to look great...well..that's all I had to say ) hmm, I think I should start modelling for fun again too.
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Gecko
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Joined: 07 Mar 2000
Posts: 876
Location: Finland

PostPosted: Wed Feb 21, 2001 11:12 am     Reply with quote
Don't give up now, the last shots look great.

------------------
Gecko
[email protected]
GeckoArt.Net
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janne
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Location: finland

PostPosted: Thu Feb 22, 2001 12:05 am     Reply with quote
latest is looking just great! only the eyes seem to be a wee bit too close each other. hmm, can we see the cage now?-)


janne
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Thu Feb 22, 2001 8:51 am     Reply with quote
ookay here's the cage. not too ptimal as i started from a box, but a lot of quad spinning made it this far.. well, the next one will be better <grin>



and then to the rest of the body.. aarrf ;)

eetu.
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Marvel
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Joined: 15 Oct 2000
Posts: 168
Location: Helsinki, Finland

PostPosted: Fri Feb 23, 2001 11:15 am     Reply with quote
Eetu, I always knew you had megalomaniac ideas about yourself, but trying to pass as a Greek god-statue might be slightly an overkill. (I've seen this model before, the man showed it to me last week). And I truly know what you're saying - the body will take 2x the time the face did, and even after that the whole thing will look like a generic model from poser or some databank. Well, keep up the work and kick Asa's ass every once in a while.
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silber
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Joined: 15 Jul 2000
Posts: 642
Location: Berlin

PostPosted: Sun Feb 25, 2001 7:15 am     Reply with quote
damn that'S awesome work


------------------
on the top of a mans studies he looks like he knows nothing

http://silber.atariflys.de
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Roy Fielding
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Joined: 10 Jan 2001
Posts: 21
Location: Derbyshire, UK

PostPosted: Sun Feb 25, 2001 9:20 am     Reply with quote
Very impressive indeed. The model is very clean and well sculpted. Gotta admit, I am quite envious. Having messed around with head modeling myself, I think this is an excellent piece of work.

I use Maya for my modeling and have never used Lightwave.
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eetu
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Joined: 27 May 2000
Posts: 289
Location: helsinki, finland

PostPosted: Sun Feb 25, 2001 10:38 pm     Reply with quote
ookay, i started on the body.
this time i was smarter than with the head and used a background image to get the basic proportins correct right away.

still, i was pretty lost in the beginning.. but it soon got painless - and soon after that outright fun ;)

it's still quite generic/plastic/marvel/etc, definite work-in-progress..

this is after 6hrs tonight.


the head is still a separate mesh.

eetu.



[This message has been edited by eetu (edited February 25, 2001).]
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dangermouse
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Joined: 04 Feb 2001
Posts: 35
Location: Cherry Hill, NJ, US

PostPosted: Mon Feb 26, 2001 8:03 pm     Reply with quote
anyone know of a good head and body tutorial for maya or max or both


derek

www.ratingpending.com (digital textures for cheap)
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rube
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Joined: 19 Dec 2000
Posts: 9
Location: Ottawa, Ontario, Canada

PostPosted: Mon Feb 26, 2001 10:26 pm     Reply with quote
Here's a maya tutorial by zeebit...
http://www.sijun.com/dhabih/ubb/Forum4/HTML/000285.html

rube
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Frost
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Joined: 12 Jan 2000
Posts: 2662
Location: Montr�al, Canada

PostPosted: Tue Feb 27, 2001 12:10 am     Reply with quote
Nice work. It seems however that the shoulder and torso area is a little big for the rest. Very nice head though.
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