new head model

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new head model // Work in Progress

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Post by trueBlue // Aug 4, 2008, 12:44pm

trueBlue
Total Posts: 1761
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Only for Vray presently. :(

Post by chrisj // Aug 4, 2008, 4:06pm

chrisj
Total Posts: 239
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Thought that might be the case.

Anyway, 'minor' update (a full day of tweaking).

Patience is a virtue, they say.

Post by trueSpaced // Aug 4, 2008, 4:11pm

trueSpaced
Total Posts: 544
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Is that a realtime render? That's absolutely awesome!! :D

-TrueSpaced:banana:

Post by W!ZARD // Aug 4, 2008, 5:53pm

W!ZARD
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Damn Chris I just knew this was gonna be good! For Workspace backgrounds I just use a plane or flat cube (or a sphere or whatever geometry fits my needs and drop a picture on it.

Post by skipper // Aug 4, 2008, 8:37pm

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Total Posts: 113
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Really nice!!


"If I told you that you had a pretty face, would you hold it against me?" :D

Post by noko // Aug 4, 2008, 9:59pm

noko
Total Posts: 684
This is very fascinating and looks great! I never heard of modeling a face starting with a plane but wow! She sure is turning out pretty! Great job so far and now you got me very interested with plane technique :).

Post by chrisj // Aug 6, 2008, 10:47am

chrisj
Total Posts: 239
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Another update. I've completed mirror modelling and have began to work on asymmetry. Nothing done with the eyes yet. Simple stock textures.

I wanted to have a fixed image in the background so that I could rotate the camera to have the model match the image orientation. Anything other than a fixed backgrond will be affected by camera movement as well. Render is with vray in 7.6 HDRI illumination only.

Post by Breech Block // Aug 6, 2008, 10:56am

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Fantastic work Chris. Can't wait for the eyes to be done, them being the window to the soul and all that.

Post by chrisj // Aug 6, 2008, 11:07am

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Total Posts: 239
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Indeed!


Here's a wire of the box model and after SDS.


As you can see, I'm only concentrating on the face until I'm happy with it. I find the extra background ploygons just get in the way while I'm detailing.

Post by skipper // Aug 6, 2008, 8:18pm

skipper
Total Posts: 113
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Nice mesh. So you are basically working on a mask right now. I think that's a wise decision, as it keeps the polycount down and lets you focus on the important parts. I know that you can temporarily hide parts of the mesh if you want to work on them, but I don't know yet how well that works in practice.

Post by chrisj // Aug 13, 2008, 5:02pm

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Total Posts: 239
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Update.

Significant asymmetry added.

Also spent a lot of time working on the lips from some better references.

Still not got the correct eyes in place, but should get there next time.

Not sure if it still looks like her. The mesh is much more accurate, but I'm losing my objectivity after so long (must be that it's 4 am here)

Cheers

Chris

Post by Davin // Aug 13, 2008, 10:11pm

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Total Posts: 59
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I spent three hours on the shading for the upper lip.


Seriously though, that is looking very good, I have no crits sorry.

Post by skipper // Aug 15, 2008, 10:12pm

skipper
Total Posts: 113
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Update.

Significant asymmetry added. [snip] Not sure if it still looks like her.


Chances are she won't, if you don't work from the original. :)


But that's not necessarily a bad thing, you'll never know, she might not appreciate the existence of a digital double. :D
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