Farhad2000 says...

Nice progress there! You shouldn't ever think its shit, the creation of a realistic models is very gradual and needs alot of iterations. CG artists get frustrated that they don't achieve the same results others make, but fail that there is alot of iterations that go into creating models. This is why WIP threads at places like CGart.com are very good, you see the step by step process breaking apart more complex model forms and thus it builds confidence within yourself.

Realistic heads are very hard to do. Looks like you are fleshing alot of detail through the model itself, usually what I see is that the detail is derived from the texture more then the model, because modeling in detail creates a very static form, facial manipulation becomes harder as you need to play with the polys you already got.

Did you use a traced image? The shape of the head looks unnatural as are some of the proportions of the ears and such, the shape of the eyes. Alot of its is uncanny valley right now. Facial realism is hard because we all have very concrete references to them, which is why fictional characters and cartoony characters are much easier.

I also have to ask since I never used Z brush, how do you keep model asymmetry? Or did you model half the face and then mirror it?

But keep at it! Modelling is like chipping away at a large marble brick!

NicoleBee says...

>> ^Farhad2000:
Nice progress there! You shouldn't ever think its shit,



Oh, I don't! For one of my first 'serious' attempts at a more human face in modelling, this is pleasing me immensely. The reason there isn't more detailing in the face itself (save for a quick polypaint job) is that I want the forms to be settled before I get to them, although can't resist carving in a wrinkle or two. While I'm new at trying to do the caliber of work I'm aiming for, I'm an old hand at trying to stick with something until I get the hang of it, endless repetition, and practice to get things to a manageable level.

Not that I've ever used this patience for waiting to get more adept to any effect such as, oh, FINISHING something I start

I tweaked with the ear, eye and mouth shapes a little tonight, and will post more progress above as it goes.

Zbrush handles symmetry, provided the geometry is divisible in the appropriate halves, automatically, and is really at times like handling a lump of clay rather than modelling. You can even edgeloop and divide at your discretion (for the former, you can go back to the base resolution and then tweak and re-project the resulting geometry to work with the details you've already sculpted in.) It's a really remarkable program and doesn't drive me nearly as nuts as box modelling - although I find I'm frequently transporting my meshes between it, 3d max, and whatever else I need for uvw mapping or what have you.


Thank you very much for the suggestions. I will probably soldier on with this study before moving on to another, and get more practice on. I'm halfway tempted to try and work this face into something more human looking and proceed into some sort of illustration - even if it inevitably turns out to be more stylized than photorealistic.

For reference, I used a small smattering of photographs (I need to enlarge my reference folders!), abused a number of Burne Hogarth anatomy books (you would think I would eventually learn something from their dog-eared pages) and generally concentrated on parts of the face without taking enough account of its whole form.

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