New Model, Critiques Welcome.
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check your facial proportions- forhead is too short, skull is too narrow at the zygomatic arch. eyes are too big, and thus- too far apart.
keep at it
please tell us a bit about what look you’re going for, and what kind of critique you’d like. Do you want to make the anatomy more human-like or more stylized? Likewise with the face, stylized or human-like? I’d like to see her hands too, unless she’s handless
She is more stylized then realistic, kind of like in the middle. The arms and legs are there a I just j haven’t worked on it yet. Thanks for the critiques I’ve tweaked the face a bit. Let me know what you think.
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You said you are going for stylized so I can’t really know exactly what you are looking for. But anyway, I think these areas of the eye, you could close them more and push in the skin a bit more and reveal more of the eyeball or lacrimal depending on what you are looking for.
Didn’t want to take up space at the bottom row of pictures so I’m linking to another site instead :D. I know the picture in the link isn’t your most updated version but it’s the biggest one and it was easier to work with. And you still have the same thing going on in the more updated one.
Working On Details In HD, Trying to figure out the best way to use the snake hook brush to make some eyelashes any suggestions.
Instead of detail, I’d suggest spending more time working on proportion and anatomy – What you have here is quite a bit off in many ways. She reminds me quite a bit of blow-up dolls; breasts too high and ignoring gravity, lack of underlying form (ribcage volume, teeth and jaw, pelvis), undefined musculature, unconvincing features, overall proportion weirdness. Not trying to be mean here.
For eyelashes, I have had success using the mesh insert brush. to do that, there’s a tutorial someplace I think, but in short:
- create a long, curved, very thin cone shape as a separate ztool to represent an eyelash.
- use the preview window to orient the shape so that it sticks mostly outward along the z axis.
- back on your character tool, Create a clone of your high res body mesh and attach it as a subtool for your main mesh, Hiding your actual body subtool.
- Delete all lower subdiv levels on the cloned body mesh and mask it.
- choose the Mesh Insert Dot brush, open the brushes pallete, and under Modifiers, click the Mesh Preview button to choose your hair tool. (if you get warnings about things having subdiv levels, delete the required subdivision levels from your hair or the ‘destination’ cloned body mesh subtool
- zoom in on the eyelids, and click and drag with the mesh insert dot brush to position and orient each eyelash. The direction of your drag influences both the orientation and size of the subtool. After each one, rotate around a bit to make sure its positioned well. If the hairs seem to float over the surface or start too embedded within it, use the brushmod slider to position the start point closer to the surface (positive values raise the mesh insert positoin, while negative values sink it in)
- When done, invert your mask, use Tool->visibility->hide pt to hide the cloned body mesh, then use Tool->geometry->Delete Hidden to delete the body mesh.
- Clone and attach the eyelashes mesh, Tool->deformation->mirror to mirror them on the X axis, and then use the transpose tools to position them over the second eye.
- Hide all the other subtools for your character except the two eyelash tools, and use Tool->Subtool->merge visible to make them all one subtool.
- unhide your character and you’re done. You might want to polypaint some eyeliner – the aliasing in ZB is so bad that eyelashes tend to disappear when viewed from a distance, and ‘eyeliner’ helps hide that.
hope that helps.