3D head - updated

Started by MadReizka, Mon 04/09/2006 19:31:16

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MadReizka

Started today working on this head, and need some cnc.
http://www.distantshitfilms.net/personal/3d/head_wip.jpg - Original
http://www.distantshitfilms.net/personal/3d/head_wip_2.jpg - Updated

Firstly, the eyes are too far from each other and too high. The ear looks like shit.
Some might say that the nose is too large, mayby a bit, but I like bignosed characters :) , but still prolly going to rescale it a bit.
Hair will be done after the shape of the head is done.

Edit:
Ok, I shaped the head, moved the eyes, and made them a bit smaller. Still need to work the mouth and ear, and finish the shape of the forehead/rest of the skull.
I do music and visual effects:
http://www.distantshitfilms.net/personal/

ManicMatt

Okay, here is my advice:


Firstly, the eyes are too far from each other and too high. The ear looks like shit.
Some might say that the nose is too large.

Candall

Well, it really depends upon what you wish to do with this mesh.  If it's meant to be static, then you're really getting there.

If you mean to animate it, then I'm afraid it's going to take a lot of work... unless there's some geometry that isn't obvious based on just the render.  Maybe show some wireframes... if you do intend to animate the head... and then it'll be easier to crit from a technical standpoint.

Mordalles

i don't know, it looks perfectly animatable to me without requiring that much work.  ;D since you are going to still work on the eys and ears, i think everything else looks great. especially the skin surface.

creator of Duty and Beyond

MrColossal

Can you post the wires please?
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

MadReizka

#5
Sure, here's the wires.
(Dont understand why you need 'em.)
http://www.distantshitfilms.net/personal/3d/head_wires.jpg

EDIT: Anywho, I need some help with teeth. As in, how to make them to make easy to animate. Just attach em into head mesh and do animating with morpher modifer as normal?
Tongue would be nice to do ass well.
I do music and visual effects:
http://www.distantshitfilms.net/personal/

Mordalles

i'm no expert, but yeah, just attaching them to the head and using morph modifier worked fine for me.

edit: and i find it much easier adding morph targets before adding the meshsmooth modifier.

creator of Duty and Beyond

MadReizka

Did you end up in situations where teeth could come out of the places they should'nt?
I had some problems with riggin when I did the Lighthouse- animation that the head of the char would "transform" into very strange form if you rotate the head to much. Like it would not follow the head bone of the bip.
I do music and visual effects:
http://www.distantshitfilms.net/personal/

Mordalles

no, but i guess it all depends on the rigging part.

creator of Duty and Beyond

Mozesh

I think the main problem is the way the vertexes are set out in the front view, in the side view it looks great but the front view kind of messes up the realistic look of the side view.
I don't know if you use any kind of reference, but I use photo referencing myself, but still find it very hard to get the front view exactly right...
Anyway I think it looks pretty good, could you perhaps show us the model without the texture, it kind of looks like it's out of allignment by the mouth?

MrColossal

Is that a turbosmoothed head? Or meshsmoothed? As in it's low poly and then you added a smooth modifier to smooth it out and get more polys?

If so can I see it without the smooth on please?

Also, just hit F4 and take a screenshot with the texture on it and the wires like the first imag you posted. I need to see wires to see how your edge flow is for animating. If you don't have enough loops or the loops are in the wrong place the animation could not work and the face will collapse where it shouldn't.
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Candall

#11
Quote from: MadReizka on Mon 04/09/2006 20:57:58
Sure, here's the wires.
(Dont understand why you need 'em.)

What Mr. Colossal said.  3D animation is a pretty fine art... you have to take a lot of things into consideration.  The way that vertex loops are arranged around opening/closing orifices (mouths and eyes) will make or break animation.  It's the difference between professional and amateur work.

Wireframes make it immediately obvious whether or not you have a good setup for the vertices.  You can arrange them in such a way that the head looks good static but still have them arranged badly for morphing.

EDIT:  As for the teeth, I may do it the improper way (but it's the only way I know of)...

But I always just add the teeth to the lower jaw bone unless I'm animating using morph targets only, in which case I make them part of the "open mouth" target and don't touch them in any of the other targets.

Buckethead

I dunno if it is already been said coz I'm feeling too ill to read it all but his head looks huge. Try to make it smaller.

CaptainBinky

#13
Howdy,

As Mozesh pointed out, the side view looks pretty good. However, the top view is where you can see where the problems lie...

The eyes are waaay too far apart (there's a general rule of thumb that the gap between the eyes is 1 eye width.
The ears appear to be inside the volume of his head when viewed from the top.
The front of the face is very flat.

I wouldn't worry too much about how your model is structured edge-wise for the time being. I'd concentrate on getting the shape right first - you can always "trace" this model, and make a new mesh with neat edge loops in good places after you're happy with the shape.

edit: Just noticed that you pointed out the eye gap in your first post. Whoops, sorry! :D

Cap'n Binky

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