View Full Version : New high poly head
10-26-2004, 10:37 PM
Ok so i did a new high poly head today for fun and to practice working with edge loops a bit more, i would say i spent about 4-5 hours on it total and the model itself is pretty much done except for some inner mouth stuff i might add. Its based off of elisha cuthbert but my goal isnt to get a perfect likeness of her.
hhhmm, where to start /images/graemlins/smile.gif Ok, well, its a decent start, but I wouldnt call it done if I were you, even if youre not worried about it looking like Cuthbert. She aint too hot at the mo to be honest.
toplogy looks very sound, general face shape good, if a tiny bit square jawed for female.
Eye shape. Take another look at a front ortho of a female eye. This shape looks a little strange and theyre slanting down too. Theyre also too possibly too far apart. Theyre too high on the face.
The way too hard line where the plane of the side of the nose intersects the plane of the cheeks.
Ears could use detail and and ref.
Lips. something odd going on there. Looks like she has a huge lower lip perhaps.
Ears are too high.
Did a quick paintover. Hope this helps to see the quirky stuff:
10-27-2004, 01:21 AM
thanks for the great crits daz, heres an update on her
10-27-2004, 01:27 AM
Shes still looking a bit like a bloke. You need to soften down the corner of the jaw significantly and perhaps the creases from nose to chin (what are those actually called?) too. Looking nice at this stage.
10-27-2004, 01:59 AM
yeah its looking great. that was one hell of a paint over daz. great stuff earthquake.
10-27-2004, 02:38 AM
maybe pull the bridge of her nose back to make her look more feminine .... its looking alot better tho /images/graemlins/smile.gif
10-27-2004, 02:58 AM
The eyes are still slanted, i cant look past the eyes. But i think her jaw might also be too wide in the back. Think smooth shapes no real hard edges. Very nice head though. I need to make me on me of those.
Hmm, her eyes are very slanted and theres something about her nose that's throwing me off. I think its the height in her nostrils, but I'm not entirely sure.
10-27-2004, 07:55 PM
Fixed the eyes and started her body:
10-27-2004, 08:06 PM
I think you should go for this, you're already very close:
That would be awsome to see somebody model
10-27-2004, 08:13 PM
I love tool and thats an awsome cd... But seriously what in the fuck?!
10-27-2004, 09:00 PM
i do not like how the nose looks its to wide.. from what i remember last night it was a bit thin compaired to that. otherwise its nice..
10-27-2004, 10:20 PM
10-28-2004, 02:37 AM
clavicle's over-emphasised, as is the main neck muscles (sterno something), trapezius is too big as well.
10-28-2004, 03:03 AM
looking better /images/graemlins/smile.gif
eyes are still too high up i think .... typicaly they are meant to be in the middle of the head verticaly.. and the eye brow level with the top of the ear .. and yes , neck muscles tooo big, nice flow though.
10-28-2004, 05:00 AM
I liked the slanty eyed version better. Made her more attractive to my eye...
Main problem with the face at this point is the crease on the cheeks...I'm going to look up the name dammit... the risorius masseter needs to be brought in a bit closer to the corners of the lips and smoothed out a tad. Aside from that I'd say you'll be on to tweaking for racial and general characteristics to make her look less generic.
Coming along well.
10-28-2004, 07:46 AM
I dont know what any of those big words mean. Well maybe i do but im too tired to actually think about it.
10-28-2004, 06:45 PM
There's a hell of a lot of character in this one... I'm liking this over a lot of the more idealised, playboy-model style females that crop up on here. have a closer look at the shoulder-blades though, and make sure the hips aren't too narrow - they should be almost as wide as the shoulders on an average woman, a bit less on someone more athletic... (due to wider, more muscular shoulders)
10-28-2004, 08:48 PM
10-29-2004, 06:39 AM
this is gonna take for-fucking-ever to finished but it will be damned awsome when she is finally done =P
some progress on the armor:
10-29-2004, 11:04 PM
dude, how'd i miss the progess D:
AWESOME! Really looking forward to seeing this one finished. I really need to work on my high poly skills, but this is inspirational /images/graemlins/laugh.gif
Obviously the pic I found has her slightly looking up. Which kind of ruins where things are vertically... but you should still get a good idea of where things are horizontally.
Hope that helps. Probably doesn't 'cause it's such a bizarre paint over. But the grayscale idea I had in my head worked with the paint over!
11-18-2004, 04:03 PM
Changed the direction of where this is going, working towards a riot police style thing
11-19-2004, 03:03 AM
Oh my. I would like to see that on the catwalk (the last pic)
11-19-2004, 10:42 AM
11-28-2004, 11:28 PM
new pics, low-ish poly uved and texture started
11-29-2004, 09:18 AM
11-29-2004, 12:22 PM
another little update. sorted lips and some other stuff. ignore the cap. :P
12-09-2004, 08:04 AM
more progress, she is around 8300 polys now.
and crash gave her some new hair too, still wip
Didn't SouL do this model a while back, in low-poly? /images/graemlins/laugh.gif
Crash: HAHAHA I KNOW WHICH HAIR PHOTO YOU USED /images/graemlins/wink.gif
I don't like the way the body armour (armour? vest top? what is she wearing over that shirt, exactly?)
It's like it's baggy around the breast area then really tight around the waist, looks very unrealistic. Either bring the waist area out to make it look like bulky bulletproof vest style, or make the (item of clothing) tighter around the breasts... especially in the front view it looks pretty wrong IMHO.
Her wrists are really thick in the side view.
Also I'm wondering why you're using all these polys. She'd look pretty much identical with about 5000 polys, I reckon. You're just using polys to add radial segments to the arms and to a lesser extent, the legs, where the extra density is hardly noticed since it's just used to smooth rather than add detail.
I'd focus on modelling cloth folds realistically before wasting polys into "rounding out" areas. It's like you're not sure whether it's a mid-poly game model or a model you're gonna subdivide.
Always add silhouette detail with polys before smoothness. Smoothness can be easily faked with a good texture - silhouette cannot.
Also I just noticed her arms are really thin in the front view just before they disappear inside the (fairly boring and bland) shoulderpads. I'm pretty sure that's anatomically too thin.
Texture is lacking highlights at the moment. Also the highlight on her lower lip is too low down, unless someone's shining a torch in her face from head height. Eyes really need highlights to make 'em pop and seem realistic too.
It's shaping but it still needs a lot of work IMHO. There's little or no interest in the design, to me.
12-09-2004, 11:34 AM
MoP: you mean this one?
Actually, it just reminded me of this reference photo I had lying around on my HDD. Can't remember which site it was from... ImageAfter, probably.
12-09-2004, 11:48 AM
It does look a bit like it yea. /images/graemlins/wink.gif
but its not hehe
and wth arn't you on IRC for FLESHBAG!?
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