1. #1
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    Default Head Practice

    hey everybody, long time visitor here, first time posting.

    i was feeling a bit bored last night so i started this head from a sloppy basemesh. ive been getting a few crits about the proportions so ive been tweaking them and this is waht i have so far.

    this is like my first attempt at a realistic head in zbrush, ive only done environmental assets and some weird organic stuff before.

    the first image is what i had about 30 minutes in and the 2nd one is what i have now.

    started


    current



  2. #2
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    Smile

    a bit more progress. made the eyes a tiny bit more squinty so they didnt look 'surprised'. the hair is very basic for now. and a few more size changes.



  3. #3
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    Default

    nice stuff keep it up m8!
    believe it or not ! i'm soUpeMan !!

  4. #4
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    Default

    some more work. time to sleep.

    please point out any mistakes you guys see









  5. #5
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    Default

    Cool head, keep at it.

  6. #6

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    HEADProportions.jpg

    You have a good start on this, but I think you're next step should be to back
    down a few levels of subdivision and work more on the basic forms and
    volume. You have paid good attention to the proportions of the face in the
    anterior aspect, but have neglected the same attention to detail in the
    lateral aspect of the head, and this is robbing the work of its potential.

    I have taken the liberty of going at your image with the Liquify filter in
    Photoshop. Please do not be offended, my intent is to provide constructive
    critque and suggestion rather than just say "cool!" or "work on it" or just
    move on and say nothing at all.

    Last edited by WoodyLWG; 01-02-09 at 06:15 AM.

  7. #7
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    Default

    The lips feel sunk into the face to me. I would bring the entire muzzle of the mouth out some.

    -Dustin

  8. #8

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    Agreed.

    Observe how orbicularis oris surrounds the mouth in a fleshy
    sort of barrel with the attachment of the 'smile' muscles to
    the zygomatic bone. Also don't forget the projection of the
    maxilla underneath it all - good point Dustin. I overlooked it
    in my first post.

    Woods_9_1g.jpg

  9. #9
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    Default

    wow thanks guys. im not offended at all, i was hoping somebody would give me a breakdown like that. thanks for taking the time, i appreciate it a lot. ill get on the corrections now.

  10. #10
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    Default

    took your suggestions, looks better. thanks again.

    i have no idea what kind of hair i should put on him. i want to retopo him to game res at some point. and i dont want to deal with plane/alpha hair so ill probably do something solid and fairly short so i can make it a part of the model.





    thanks again!

  11. #11

    Default

    Looks MUCH better! You can definitely take it further though.
    Let's focus on the mouth next. It seems like very planar at the moment,
    and should wrap around the maxilla a bit more.
    Let me dig up some reference that may help...

    Check out the intense radius of the maxilla in this image.
    Imagine the lips wrapping around this structure.
    If you want to adjust the lips, you will need to step down in resolution
    to a lower level (usually about 2 or 3) to make broader global adjustments.

    He's gettin' there Serozh. Now, as for the hair, if you keep it short you
    might try a mesh extraction as a subtool that you can shape into the hair.
    A subtool is nice for hair, because you will end up wanting to subdivide it
    to a very high level to get all the nice high frequency detail into your work.

    Have fun with him this weekend - I'm looking forward to your progress.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  12. #12
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    Default

    thanks charles.

    i made the curvature of the lips more pronounced.

    and added hair! still have to add finer detail to the hair. and some bigger locks to overlap and make it less uniform.



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