1. #1
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    Post abandoned fatso

    just another head
    i started this with a little more of an image on my mind, but severely screwed the model when i obviously exaggerated the pulling/subdividing. didn't care to fix it, so there's no ears and some weird crinkles.



    just to show what happened i'm including a wireframe. that happened, when i painted a mask and subdivided the mouth and soon-to-be-ears area once (or even twice) too often.


  2. #2
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    These things happen. I wish I kept count of the number of models I totally destroyed.

  3. #3
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    What a dramatic look it has tho'---smooth it then fly some separate ears in--he can be saved for a total pic!! It's good

  4. #4
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    heh, i tried optimzing and smoothing it with and without masking, the funny thing is that these operations tend to make the back of the head collapse, totally ... looked pretty interesting, very sad and *modiglianish*.
    i still kinda like the model though, that's why i posted him at all

  5. #5
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    That is one of the reasons, why, despite StoneCutters's insistence I hardely model. I just love the painting capabilities of this program.

  6. #6
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    Talking

    Actually, DeeVee, I have never subdivided, or optimised a head model...I just increase the Sphere tool to max-rez, and vary brush size and intensity...If I was doing an extreme close-up I might...
    (And by the way, you do model...You do it in wax, in stone, and in metal...You just haven't translated those skills to the computer...yet )

  7. #7
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    I LOVE his leftside profile.

    I really can't get away from looking at the profile.

  8. #8
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    Thumbs up

    Very cool head model... I'm not sure why this happened either! He sure has alot of character!


    "I am still Learning"




    By: Michelangelo









  9. #9
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    agreed, stonecutter. i didn't do that local subdivison trick before, because i almost expected it to be a bit difficult. i mean, texture coordinates are handled on a *per polygon* basis, thus locally incrasing the mesh's resolution, must have some disadvantages elsewhere.
    in this case i sort of went to extremes, starting with a sphere at default settings and adding detail where i needed it ... just to end up with zillions of polys around the mouth (which are not that easy to handle either) and about 100 polys for the back of the head.
    when i started texturing it was quite obvious, that there were severe distortions in the low-poly areas, whereas i had about 1 pixel per poly in the highly detailed zones ... well, i learned something.
    btw: never try the local subdee trick if you already applied a texture, that won't work either, since texture coordinates will be modified.

    until now i was quite happy with spheres at half their max resolution, never changing that later on, but then, my slow box can't handle the massive amount of polygons anyway.

  10. #10
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    me loves the head model... hes very cute...great job..

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